by Katen Shah, Luis Gimenez , Arzhange Safdarzadeh
This is the second and last part of the Microsoft DirectCompute series. This article covers programming DirectCompute with Microsoft DirectX* 10–class graphics processors, while the previous article focused on Microsoft DirectX 11–class hardware.
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 article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE)...
How to extend light scattering to support spot and point light sources.
How to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.
Let’s go back in time for a little perspective.
This blog series discusses some ideas and issues around rendering foliage. We provide a sample program (with source code) to demonstrate the ideas.
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).