ATI and NVIDIA GDC 2009 Presentations Available!
Categories: ATI Stream, Game Development, Microsoft DirectX, NVIDIA CUDA, NVIDIA PhysX, OpenGL Tags: apex, ATI, ati stream, direct3d, directx 10, directx 11, game development, GDC 2009, NVIDIA, physx, presentation, Programming, shader model 5, tesselation

Read more…
How to Emulate a Stack and Recursive Functions in a DirectX 10 Shader
Categories: Game Development, Microsoft DirectX, Programming Tags: direct3d, directx 10, geometry shader, recursive function, shader, tesselation

Read more…
AMD GPU Tesselation SDK
Categories: Game Development, GPU Tags: AMD, game development, gpu, mesh, Programming, shader, terrain rendering, tesselation


Read more…
Next-Gen Rendering of Subdivision Surfaces – Tesselation
Categories: Game Development, Microsoft DirectX, OpenGL Tags: Catmull-Clark Subdivision, game development, gpu, graphics programming, Gregory Patches, instanced tesselation, Microsoft DirectX, NVIDIA Mesh Processing Tool, opengl, subdivision, surface, tesselation

Read more…
OpenGL 3 And DirectX 11: API War will Not Take Place
Categories: Microsoft DirectX, OpenGL Tags: 3d, api, directx, directx 11, game development, Microsoft DirectX, multithreaded rendering, opengl, opengl 3, Programming, tesselation

Read more…
Patch Tesselation Demo: How to Render Million-Triangles Meshes
Categories: Microsoft DirectX, OpenGL, Programming Tags: 3d, demo, instanced, Microsoft DirectX, opengl, patch tesselation, Programming, refinement pattern, tesselation

QAS (Quadratic Approximation Subdivision) Direct3D Demo
Read more…
NVIDIA Gamefest Presentation Slides Now Online
Categories: Game Development, Microsoft DirectX Tags: 3d graphics programming, directx 11, displaced subdivision surface, game development, game technology, gamedev, gamefest, Microsoft DirectX, tesselation

Read more…
DirectX 11 Details Emerge
Categories: Microsoft DirectX, Programming Tags: 3d graphics, compute shader technology, directx 11, game development, gamedev, graphics programming, tesselation, vista
Similar to DirectX 10, DirectX 11 will be available only on Windows Vista and future versions of Microsoft’s operating system. DirectX 11 will add new compute shader technology that Microsoft says will allow GPUs to be used “for more than just 3D graphics,” allowing developers to utilize video cards as parallel processors.
DirectX 11 will support tessellation, a feature which can potentially assist developers in making models appear smoother when seen up close. Multi-threaded resource handling is also incorporated, making it easier for games to utilize multi-core processors in a user’s machine.
Related links:
- DirectX 11 preliminary details emerges in Gamefest
- Microsoft: DirectX 11 To Use GPU For Parallel Processing












