Particle Billboarding with the Geometry Shader (GLSL)
Particle Billboarding
Geometry Shader (GLSL)
Billboarding in the Vertex Shader (GLSL)
Billboarding
Vertex Shader (GLSL)
Leap Motion: Touchless Hand Tracking Controller
Leap Motion
Touchless Hand Tracking
GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines

Posts Tagged ‘compute shader’


AMD Tiled Lighting Direct3D 11 Demo

1 comment - What do you think?  Posted by JeGX - 2013/07/05 at 21:36

Categories: Game Development, Microsoft DirectX   Tags: , , , , , , ,

AMD Tiled Lighting Direct3D 11 Demo


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OpenGL 4.3: Compute Shaders Details

3 comments - What do you think?  Posted by JeGX - 2012/08/06 at 17:12

Categories: OpenGL   Tags: , , ,

OpenGL 4.3, Compute Shaders

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[Test] ASUS EAH6870 1GB Review, OpenCL and DirectCompute Performances (Part 5 and 6)

3 comments - What do you think?  Posted by JeGX - 2010/10/28 at 17:48

Categories: GPU Computing, Graphics Cards, Microsoft DirectX, OpenCL, Test   Tags: , , , , , , , , , ,

ASUS EAH6870, OpenCL and DirectCompute performances


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Deferred Shading With Compute Shaders in Frostbite 2 Engine

Be the first to comment - What do you think?  Posted by JeGX - 2009/08/27 at 09:07

Categories: Game Development, Microsoft DirectX   Tags: , , , ,

Deferred Shading in Frostbite 2 Engine


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DirectX11 Allows DirectX10 Hardware to Execute Compute Shader

2 comments - What do you think?  Posted by JeGX - 2009/04/16 at 19:47

Categories: Microsoft DirectX, NVIDIA CUDA   Tags: , , , , ,

DirectX 11


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NVIDIA DirectX 11 Compute Shader Demo: Ocean

3 comments - What do you think?  Posted by JeGX - 2009/04/03 at 09:31

Categories: Microsoft DirectX, tech demo   Tags: , , , , , , ,




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Catalyst 8.12 Will Integrate ATI Stream Technology

6 comments - What do you think?  Posted by JeGX - 2008/11/26 at 11:57

Categories: Catalyst   Tags: , , ,

Catalyst 8.12 + ATI Stream


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DirectX 11 Will not be a rival to PhysX

2 comments - What do you think?  Posted by JeGX - 2008/08/25 at 18:33

Categories: Game Development, NVIDIA PhysX   Tags: , , , , , , ,

Roy Taylor, NVIDIA’s Vice President of Content Relations, said that the Compute Shader of DirectX 11 would not be a competitor to NVIDIA’s PhysX. His main argument is based on the fact that most current developments are multi-platform titles and only PhysX is ready for cross-platform programming. PhysX is available on Playstation 3, XBox 360, PC, Wii and Linux.


[source]


DirectX 9 to DirectX 11, where did 10 go?

Be the first to comment - What do you think?  Posted by JeGX - 2008/07/25 at 13:54

Categories: Microsoft DirectX, Programming   Tags: , , , , , , , , ,

Here is an analysis, by a game developer called Susheel, of the new things that DirectX 11 will bring.

Read the complete analysis HERE.

What is really interesting to see is the emergence of what Microsoft terms as the Compute Shader, no doubt a marketing speak for GPGPU which they claim will allow the GPU, with it’s awesome power to be used for more than just graphics, which smells like CUDA (Compute Unified Device Architecture) to me.

Issues like multi-threaded rendering/resource handling are things that were long time coming and yes, it’s a good thing we will finally see them in the newer version. It just makes my job as a game developer a whole lot easier. Most details on Shader Model 5.0 are pretty sketchy, so I won’t go into things like shader length and function recursion. However, I hope such issues are addressed satisfactorily in the newer shader model.

Microsoft is still fixated on releasing version 11 only for Vista, so don’t expect your XP machines to ever run DirectX 11 even if you buy brand new hardware.