Recently I did 4 Days Dotnet Windows Communication Foundation training at Bank of Ceylon (BOC).
I covered following topics at the training.
Introduction to WCF Developing WCF Service Application and Client Endpoints in configuration file Channel Stacks & Bindings in WCF Understanding Service and Data Contracts Handling WCF Exceptions/Faults Message Exchange Patterns Transactions Microsoft Message Queue Security
DirectX 12 is an expert API which builds on knowing the ins & outs of DirectX 11. DirectX 12 is an extremely low-level API designed for graphic experts who have a solid understanding of the architecture of modern GPU hardware, and can essentially write the DirectX 11 Runtime from scratch. Both DirectX 11 and DirectX 12 provide access to the same hardware features on Windows 10, but drive the hardware in different ways which can allow a well-optimized DirectX 12 engine to achieve much lower CPU overhead than in DirectX 11.
Course Outline
1. DIRECT 3D FOUNDATIONS
· Direct3D 12 Overview
· Textures Formats
· Depth Buffering
· Resources and Descriptors
· Multisampling in Direct3D
2. DirectX Graphics Infrastructure
· Checking Feature Support
· CPU/GPU Interaction
· The Command Queue and Command Lists
· CPU/GPU Synchronization
· Resource Transitions
· Multithreading with Commands
3. Initializing Direct3D
· Create the Device
· Create the Fence and Descriptor Sizes
· Create Command Queue and Command List
· Describe and Create the Swap Chain
· Create the Render Target View
· Create the Depth/Stencil Buffer and View
· Set the Viewport
4. Timing and Animation
· The Performance Timer
· Game Timer Class
· Time Elapsed Between Frames
· Total Time
· The Demo Application Framework
· D3DApp
5. The Rendering Pipeline
· The 3D Illusion
· Model Representation
· Basic Computer Color
· Color Operations
· Overview of the Rendering Pipeline
· The Input Assembler Stage
· Primitives with Adjacency
· Control Point Patch List
6. Drawing in Direct3D
· Vertices and Input Layouts
· Vertex Buffers
· Indices and Index Buffers
· Example Vertex Shader
· Input Layout Description and Input Signature Linking
· Example Pixel Shader
· Constant Buffers
7. Drawing in Direct 3D Part II
· Frame Resources
· Render Items
· Pass Constants
· Shape Geometry
· Generating a Cylinder Mesh
· Cylinder Side Geometry
· Cap Geometry
· Generating a Sphere Mesh
8. Lighting
· Light and Material Interaction
· Normal Vectors
· Computing Normal Vectors
· Transforming Normal Vectors
· Important Vectors in Lighting
· Lambert’s Cosine Law
· Diffuse Lighting
· Ambient Lighting
· Specular Lighting
9. Texturing
· Texture and Resource Recap
· Texture Coordinates
· Texture Data Sources
· DDS Overview
· Creating DDS Files
· Creating and Enabling a Texture
· Loading DDS Files
10. The Geometry Shader
· Programming Geometry Shaders
· Tree Billboards Demo
· Vertex Structure
· The HLSL File
· Alpha-to-Coverage
11. Normal Mapping
· Normal Maps
· Texture/Tangent Space
· Vertex Tangent Space
· Normal Mapping Shader Code
12. Windows Programming
· Events, the Message Queue, Messages, and the Message Loop
Last month I got an email from Microsoft saying that I have been awarded Microsoft Visual Studio and Development Technologies MVP title for Year 2016.
It was really memorable moment for me. And proud to be a Microsoft MVP for this year. Also this is my 7th Years as a Microsoft Most Valuable Professional (MVP).
There are now total 991 MVPs for Visual Studio and Development Technologies.
RT @sgfintechfest: 📣 Who’s counting with us?! Only 3️⃣ sleeps to the #SGFinTechFest, kicking off on Monday morning! If you haven’t register… 1 month ago