Geometry in DirectX Rendering

Geometry is the fundamental building block of any 3D scene rendered by DirectX. It defines the shapes and structures that are visible to the user. Understanding how geometry is represented, processed, and rendered is crucial for creating efficient and visually appealing graphics.

Core Concepts

In DirectX, geometry is primarily defined by a collection of vertices. These vertices, in turn, form primitives such as points, lines, and triangles. Triangles are the most common primitive used in modern graphics due to their simplicity and ability to approximate any complex surface.

Vertices

Each vertex is a data structure that typically contains:

These attributes are defined in structures and passed to the graphics pipeline. The specific vertex layout is crucial and must match between the application code and the vertex shader.

Primitives

Vertices are grouped to form geometric primitives:

The graphics hardware renders these primitives using a rasterization process, converting them into pixels on the screen.

Note: DirectX supports various primitive types, but triangles and triangle strips are by far the most dominant for complex 3D models.

Geometry Processing Pipeline

Once defined, geometry goes through a series of stages within the graphics pipeline:

  1. Input Assembler (IA): Reads vertex and index data from memory and organizes it into primitives.
  2. Vertex Shader (VS): Processes each vertex individually, transforming its position from model space to screen space and preparing other vertex attributes for downstream stages.
  3. Geometry Shader (GS) (Optional): Can create or destroy primitives, useful for effects like particle generation or generating extra geometry.
  4. Rasterizer (RS): Determines which pixels on the screen are covered by the primitives.
  5. Pixel Shader (PS): Processes each pixel (or fragment) that results from rasterization, determining its final color.

Simplified Geometry Flow

Geometry Processing Flow Diagram

Data Representation and Buffers

Geometry data is typically stored in memory and uploaded to the graphics card as buffers:


struct Vertex
{
    XMFLOAT3 position;
    XMFLOAT2 uv;
    XMFLOAT3 normal;
};

// ... in rendering code ...

// Define vertex data
Vertex vertices[] =
{
    { XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT3(0.0f, 0.0f, -1.0f)},
    { XMFLOAT3( 1.0f, -1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f), XMFLOAT3(0.0f, 0.0f, -1.0f)},
    { XMFLOAT3( 0.0f,  1.0f, 0.0f), XMFLOAT2(0.5f, 1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f)}
};

// Define index data for a single triangle
unsigned short indices[] =
{
    0, 1, 2
};

// Create and bind vertex and index buffers to the GPU...
            

Transformations

Geometry is manipulated using transformation matrices:

These transformations are typically applied in the vertex shader to convert vertex positions from model space to clip space.

Further Reading