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High Dynamic Range rendering demo
This sample created by shows how to perform all the steps necessary for HDR rendering in Managed DirectX. The original discussion and release of the sample can be found

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How to skin in HLSL
This sample created by Steve Lanuit extends the SimpleAnimation sample in the SDK to demonstrate how to perform mesh skinning in a HLSL shader. This sample was previously published on C# Home, but since it's such a useful sample we've put it up here as well. For more information on skinning, CircleSoft's DirectMesh2 specification provides a good starting point.

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Multiple lights in HLSL using deferred lighting
Deferred lighting is a technique for performing your lighting in screenspace, by rendering the required attributes such as position, normals and diffuse color to temporary buffers first. Once the scene is completely preprocessed like this, each light is rendered seperately, accumulating the results by using additive blending. This allows you to render a virtually unlimited amount of lights with no overdraw.

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Rigid body physics demo
This sample demonstrates how to implement general rigid body physics and various contructs such as joints, springs and liquids. The demo is implemented in 2D, but the concepts translate well to 3D environments.

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