March 6th, 2011 by yakiimo02 in Cuda, Demo, DirectCompute, DirectX11 | No Comments »
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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September 23rd, 2010 by yakiimo02 in DirectCompute, DirectX11 | No Comments »
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=5681 Just found out that the recently released Bullet Physics 2.77 contains OpenCL and DirectCompute hardware accelerated cloth simulation samples contributed by AMD. http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics You can watch a video of ATI/AMD’s Lee Howes presenting on the DirectCompute cloth implementation on MSDN (linked in the above Erwin Coumans’s announcement post.) If you don’t want to watch [...]
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July 31st, 2010 by yakiimo02 in DirectCompute, DirectX11 | No Comments »
http://visual-computing.intel-research.net/art/publications/sdsm/ Sample Distribution Shadow Maps http://visual-computing.intel-research.net/art/publications/avsm/ Adaptive Volumetric Shadow Maps http://visual-computing.intel-research.net/art/publications/deferred_rendering/ Deferred Rendering for Current and Future Rendering Pipelines Learned about it from this Beyond3D thread (http://forum.beyond3d.com/showthread.php?t=58180). All 3 demos come with source code and ran fine for me on my HD5750.
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May 15th, 2010 by yakiimo02 in DirectCompute, DirectX11, WebSite | No Comments »
http://forum.beyond3d.com/showthread.php?t=57042 People on the Beyond3D GPGPU forum have optimized my DirectCompute Buddhabrot implementation. Good discussions that I can learn a lot from. Running pcchen’s optimized version on my HD5750 (you can dl it from the forum), I saw a 6x speed up from my original code. GPGPU Flam4′s author Keldor also gave me optimization advice [...]
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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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