Microsoft DirectX*

Architecture Pattern: Compute On Demand

There are so many examples of applications using pre-processing strategy that it is trivial. For example using a webcam we often find the device driver doing some software adjustments and corrections such as white balancing. Too often we find devices using software features. Other examples would be in a pipeline and User Interfaces. When it comes to UI we already learned to fill the list when the user clicks the drop-down, so only when the user really wants to use the list we will "pay" for the data.

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken out of context issues that’s plagued this industry for years; and it’s time to put a put a nail in the coffin on this issue.   PC gaming is not being pirated to the tune of 90% by any stretch of the definition. 

From a first chat at Intel booth to IDF keynote

Intel works with hundreds of software companies around the world to ensure that their applications run in the best way on Intel platforms. And these developers, who have not started work with Intel, might be interested what kind of opportunities they might have, marketing and engineering, hardware and software. I’d like to tell a story about our collaboration with Russian game developer company Biart.

The Next Generation of Game Engines is available NOW – UE4 and Fortnite

We just posted a great article & spotlight up on the PC Gaming Alliance Website that provides a quick snapshot of the Next Generation Unreal Engine 4, and Fortnite, brought to you by Epic!  Go check out the article and share with your friends!  http://pcgamingalliance.org/featured/entry/review-unreal-engine-4

I’d like to share some quick thoughts and observations with everyone here as well.  

PAX 2012 - What a Great Show!

PAX 2012 – What a Show!

PAX 2012 this year was another sell out show with at least 70,000 or more people showing up in Seattle.  Aside from some volunteer booth duty, an interview for a Publication, and some great Partner meetings; the big highlights for me this year were as follows:

1) The Customers/Attendees.  The energy in the crowd was infectious.  Seeing everyone so excited over the show and just simply ‘getting-into-it’.  Tons of Cosplay & incidentally some very amazing costumes!  Everyone seemed to be just having a great time.

Deferred Rendering for Current and Future Rendering Pipelines

As presented at Siggraph 2010, this code sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading.
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  • Rendering grass with Instancing in DirectX 10

    Introduction



    Rendering realistic looking grass in real-time is hard, especially on consumer graphics hardware because of its geometric complexity. The intent of this article and source provided is to introduce the concept of geometry instancing with Direct3D10 APIs to the reader and show how it can be used to implement a realistic looking grass on consumer graphics hardware.

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