The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
We will examine rendering parallel topics using Direct3D* 12. We will use the results from the paper, A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR, and extend the code there to contain a Direct3D 12 renderer, after which we are going to re-implement its particle system as a Direct3D 12 compute shader. You can find the...
This code and accompanying article (see References below) cover development of a flocking algorithm, which is then demonstrated as schools of fish via two applications. The first application was developed to run on a multi-threaded CPU, and the second to perform physics calculations on the GPU.
The idea behind this project was to provide a demonstration of parallel processing in gaming with Direct3D 12. It expands upon the results from the paper "A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR" (see References section) and extends the code there to contain a Direct3D 12 renderer. It also re-implements the previous...
In this example, a flock was defined as a school of fish. For each member, the algorithm needs to worry about cohesion, alignment and separation. Each fish was calculated to “swim” within a school if it was within a certain distance from any other fish in the school. Members of a school will not act as individuals, but only as members of a flock, sharing same parameters such as the speed and the...
This code sample and accompanying article (see References below) discuss and compare aspects of the implementation of a particle system using CPU and GPU using a Vulkan-based renderer as an example. We recommend that you read the article while looking at the code. Make sure you have the examples downloaded and use your favorite code browsing tool.
This Code Sample show you step-by-step on building a useful tool for VR devs using Unreal Engine that leverages the power of intel CPU’s. Unreal Engine has a powerful virtual reality editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can be troublesome constantly having to restart the editor after adjusting a sound to test what it sounds...
The new C# job system and entity component system from Unity* don't just allow you to easily leverage previously unused CPU resources, they will also help run all your game code more efficiently in general. Then you can use those extra CPU resources to add more scene dynamism and immersion. In this article, you'll see how to quickly get started learning these new features.