March 29th, 2010 by yakiimo02 in Demo, DirectCompute, DirectX11 | 10 Comments »
Introduction I wrote a DX11 DirectCompute implementation of the famous Buddhabrot fractal. The implementation is an extension of my earlier Mandelbrot fractal DX11 DirectCompute program (http://www.yakiimo3d.com/2010/02/02/directcompute-mandelbrot-fractal-viewer/). I also use my Rheinhard tonemapping code (http://www.yakiimo3d.com/2010/03/13/dx11-directcompute-global-operator-photographic-tonemapping/) to bring the HDR Buddhabrot color values into the LDR framebuffer’s [0,1] range. It’s good that I used code from my [...]
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March 13th, 2010 by yakiimo02 in Demo, DirectCompute, DirectX11 | 2 Comments »
Introduction I wrote a DX11 DirectCompute implementation of the famous global operator photographic tonemapping algorithm developed by Erik Reinhard, Mike Stark, Peter Shirley and Jim Ferwerda. My code is based on the original code provided by the authors at http://www.cs.utah.edu/~reinhard/cdrom/. As in the sample source, my implementation performs tonemapping on luminance values in the Yxy [...]
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February 2nd, 2010 by yakiimo02 in Demo, DirectCompute, DirectX11 | 7 Comments »
Introduction Following in the footsteps of other people on the Internet, I’ve written a GPGPU language Mandelbrot fractal viewer. Along with a DirectCompute implementation, I’ve also written a reference unoptimized cpu version and am really excited that the DirectCompute implementation is more than 50x times faster! (With the caveat that my cpu implementation can probably [...]
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December 24th, 2009 by yakiimo02 in Demo, DirectX11 | No Comments »
Introduction To start off my DirectX 11 studies, I decided to write a cpu implementation of bitonic sort. Bitonic sort is an algorithm that is supposedly well-suited for parallel processing, and sample implementations exist both for DirectX 11 Direct Compute and Nvidia Cuda. 1) Nvidia Cuda SDK sample http://developer.download.nvidia.com/compute/cuda/sdk/website/samples.html#bitonic 2) DirectX SDK DX11 Direct Compute [...]
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