by Matt McClellan and Kipp Owens
The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
The last decade has seen tremendous advances in the field of computer graphics. This article presents an overview of common graphics pipeline bottlenecks and explains how recent advances in DirectX and graphics hardware are helping to overcome them.
Microsoft* DirectCompute exposes the compute functionality of graphics hardware as a new shader type: the compute shader. DirectCompute allows you to program compute shaders on Intel® microarchitecture code name Ivy Bridge hardware. This paper describes how.
GPU Detect is a short graphics code sample demonstrates a way to detect the primary graphics hardware present in a system (including the 6th Generation Intel® Core™ processor family).
This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
I've been messing around with the new Flip Presentation Model introduced in Windows* 8 (and on Windows* 7, with the Platform Update). I'll have
How to implement high-quality light scattering effects into large outdoor environments in real time.