Yakiimo3D

Mostly DirectX 11 Programming

Archive for the ‘DirectCompute’ Category

Siggraph 2010: 3 New Intel DirectX11 Demos

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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Beyond3D DirectCompute Buddhabrot Thread

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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DX11 DirectCompute Buddhabrot & Nebulabrot Renderer

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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DX11 DirectCompute Global Operator Photographic Tonemapping

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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DirectCompute Mandelbrot Fractal Viewer

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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