Yakiimo3D

Mostly DirectX 11 Programming

Archive for the ‘Demo’ Category

DirectX11 Interop CUDA Mandelbrot Fractal

Introduction I updated my DirectCompute Mandelbrot fractal demo to be able to render using both CUDA and DirectCompute. The program is a simple Mandelbrot renderer, but you can dynamically switch between a CUDA and DirectCompute render. Relevant Links http://developer.download.nvidia.com/compute/cuda/sdk/website/Graphics_Interop.html#simpleD3D11Texture The NVIDIA CUDA 3.2 SDK includes a DirectX11 interop sample “Simple D3D11 Texture” which I used [...]

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DX11 Temporal AA Without Manual Blending

Introduction I updated my simple Temporal AA demo to include an implementation of Temporal AA without blending. A lot of times, in technical 3D forums, you read about Temporal AA not showing up in screenshots. If you blend jittered frames like in my previous demo then Temporal AA is going to show up in screenshots. [...]

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DX11 Perspective Matrix Jittering Temporal AA

Introduction Temporal anti-aliasing algorithms are algorithms where you use samples from previously rendered frames in order to perform a temporal form of supersampling. There are different ways to implement temporal AA, and over the weekend, I wrote an implementation of the simple perspective matrix jittering temporal AA. This type of temporal AA is mentioned in [...]

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DX11 Order Independent Transparency with MSAA

Introduction I extended my DX11 OIT demo (http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/) to support MSAA. CodePlex link for my program’s source code and binary are provided at the end of the article. Relevant Links 1) http://www.yakiimo3d.com/2010/07/19/dx11-order-independent-transparency/ Blog article for my original DX11 OIT demo. My original demo has no support for MSAA, so jaggies are very noticeable along the [...]

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DX11 Order Independent Transparency

Introduction This is my implementation of the ATI DX11 linked list OIT algorithm. The DirectX11 SDK OIT sample is pretty slow (a compute shader usage sample), but have read from numerous sources that the ATI OIT algorithm is pretty fast (it is), so I decided to try implementing it. Lots of people have already implemented [...]

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