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This sample, presents a technique for achieving highly optimized user defined separable filters. It utilizes Direct3D 11 APIs and hardware to make use of DirectCompute11 to greatly accelerate this common post processing technique. Included in the sample are implementations for the classic Gaussian filter, and also a fairly simple bilateral filter, but the shader and source code have been setup to allow the user to add their own different filters, with the minimum of fuss. The application implements both a Compute Shader and Pixel Shader path, so that the performance gains achieved through using DirectCompute11can be measured.