
gpuexperiments.blogspot.com
GPU ExperimentsA blog which discusses various GPU applications including visualization, GPGPU and games.
http://gpuexperiments.blogspot.com/
A blog which discusses various GPU applications including visualization, GPGPU and games.
http://gpuexperiments.blogspot.com/
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GPU Experiments | gpuexperiments.blogspot.com Reviews
https://gpuexperiments.blogspot.com
A blog which discusses various GPU applications including visualization, GPGPU and games.
GPU Experiments: September 2009
http://gpuexperiments.blogspot.com/2009_09_01_archive.html
A blog which discusses various GPU applications including visualization, GPGPU and games. Saturday, September 19, 2009. I finally decided to dive into the new tessellation shaders, and I am quite pleased. Going into it I thought it would be very specific to gaming applications, but as I've found out it is surprisingly general. The next step is the actual tessellation, which is performed in a fixed-function, yet configurable stage. The tessellator ONLY looks at the tessellation factors output from you...
GPU Experiments: September 2011
http://gpuexperiments.blogspot.com/2011_09_01_archive.html
A blog which discusses various GPU applications including visualization, GPGPU and games. Sunday, September 18, 2011. I just heard about Direct3D 11.1 and would like to share some of the new features. Some of the major improvements:. Shader tracing. The documentation is lacking at this time, but it appears as if it will be possible to retrieve information about registers. More powerful resource copy routines. It will now be possible to copy from one subresource into itself, even if the regions overlap.
GPU Experiments: May 2009
http://gpuexperiments.blogspot.com/2009_05_01_archive.html
A blog which discusses various GPU applications including visualization, GPGPU and games. Friday, May 22, 2009. I recently installed the VS2010 beta so I could experiment with some of the new C 0x features. In this post, I would like to cover a few simple lambda examples. Let's start off simple - without lambdas. Suppose we have a vector allocated for 100 floats, and we want to fill it up with random numbers in [0,1). The most obvious way is to use a looping construct of some kind. Vector float vec(100);.
GPU Experiments: Direct3D 11.1
http://gpuexperiments.blogspot.com/2011/09/direct3d-111.html
A blog which discusses various GPU applications including visualization, GPGPU and games. Sunday, September 18, 2011. I just heard about Direct3D 11.1 and would like to share some of the new features. Some of the major improvements:. Shader tracing. The documentation is lacking at this time, but it appears as if it will be possible to retrieve information about registers. More powerful resource copy routines. It will now be possible to copy from one subresource into itself, even if the regions overlap.
GPU Experiments: D3D11 Resource Limitations
http://gpuexperiments.blogspot.com/2010/02/d3d11-resource-limitations.html
A blog which discusses various GPU applications including visualization, GPGPU and games. Thursday, February 4, 2010. Ever wondered how many resources you can bind to a shader at one time? Or how many slices you can store in a 2D texture array? All of these limits can be found in the D3D header. For D3D11, this is D3D11.h. In this post, I'd like to point out notable improvements in D3D11. Input assembler binding points (D3D11 IA VERTEX INPUT RESOURCE SLOT COUNT): 32, up from 16.
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GPU Experiments
A blog which discusses various GPU applications including visualization, GPGPU and games. Sunday, September 18, 2011. I just heard about Direct3D 11.1 and would like to share some of the new features. Some of the major improvements:. Shader tracing. The documentation is lacking at this time, but it appears as if it will be possible to retrieve information about registers. More powerful resource copy routines. It will now be possible to copy from one subresource into itself, even if the regions overlap.
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