Introduction to Windows Graphics
The Windows operating system provides a rich and comprehensive set of technologies for creating visually stunning and performant graphics experiences. From traditional 2D rendering to cutting-edge 3D graphics and modern UI frameworks, Windows empowers developers to build applications that are both beautiful and responsive.
This documentation provides an overview of the key graphics subsystems and APIs available on Windows, helping you choose the right tools for your project.
Key Graphics Technologies
Windows offers a diverse range of graphics technologies, each suited for different use cases:
DirectX
The foundational API for high-performance 2D and 3D graphics, audio, and input. It includes Direct3D, Direct2D, DirectWrite, and more.
Learn MoreWindows Presentation Foundation (WPF)
A UI framework for building rich, interactive, and visually appealing desktop applications with a declarative XAML-based markup language.
Learn MoreUniversal Windows Platform (UWP) Graphics
Modern graphics APIs and frameworks for building applications across all Windows 10/11 devices, including DirectX, XAML, and Composition.
Learn MoreGDI/GDI+
Classic Windows APIs for 2D graphics drawing, suitable for simpler UI elements and legacy applications.
Learn MoreWindows Ink
APIs that enable natural and intuitive pen-based input and rich drawing experiences.
Learn MoreDirectML
A high-performance, hardware-accelerated machine learning library for Windows that leverages DirectX 12.
Learn MoreGetting Started
To begin developing graphics-intensive applications on Windows, consider the following:
- Choose your API: Select the graphics API that best fits your project's needs – DirectX for performance, WPF for rich desktop UIs, or UWP for cross-device experiences.
- Set up your development environment: Ensure you have Visual Studio and the necessary SDKs installed.
- Explore samples: Review the official Windows graphics samples to see these technologies in action.
For detailed API references and tutorials, please visit the respective technology pages linked above.
Here's a simple snippet demonstrating a basic Direct2D setup:
// Basic Direct2D initialization example
#include <d2d1.h>
ID2D1Factory* pD2DFactory = NULL;
D2D1CreateFactory(D2D1_FACTORY_TYPE_INHERITED, &pD2DFactory);
// ... subsequent rendering code using pD2DFactory