Essays about: "Direct3D"

Showing result 1 - 5 of 13 essays containing the word Direct3D.

  1. 1. Evaluating Direct3D 12 GPU Resource Synchronization on Performance and Cache Operations

    University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Author : Nadhif Ginola; [2023]
    Keywords : Direct3D 12; Barrier; Cache; Data Hazard; Synchronization; Direct3D 12; Barriärer; Cache; Datarisk; Synkronisering;

    Abstract : Background. Lower-level graphics programming interfaces such as Direct3D 12 re-quire synchronization and data hazards between dependent workloads to be resolvedmanually. A barrier is a primitive used to resolve synchronization and data hazardsin a manner to achieve correct behavior by allowing developers to define waits be-tween workloads. READ MORE

  2. 2. Utvärdering av prestanda på variabel hastighetsskuggning

    University essay from Blekinge Tekniska Högskola

    Author : Jonathan Carrera Iseland; Leonard Grolleman; [2021]
    Keywords : DirectX; Variable Rate Shading; Performance; Render; Benchmark;

    Abstract : Bakgrund . Moderna spel blir mer krävande på hårdvaran och för att motverka detta utvecklas nya tekniker för att lätta på dessa krav. En sådan optimeringsteknik är Variable Rate Shading (VRS), som ingår i DirectX 12 API. Det tillåter utvecklare att variera kvaliteten på delar av ramen för att förbättra prestanda. READ MORE

  3. 3. Direct3D 11 vs 12 : A Performance Comparison Using Basic Geometry

    University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Author : Mikael Olofsson; [2016]
    Keywords : DirectX; Direct3D; rendering; performance; geometry;

    Abstract : Context. Computer rendered imagery such as computer games is a field with steady development. To render games an application programming interface (API) is used to communicate with a graphical processing unit (GPU). READ MORE

  4. 4. Silhouette-based Level of Detail : A comparison of real-time performance and image space metrics

    University essay from Blekinge Tekniska Högskola/Institutionen för datalogi och datorsystemteknik

    Author : Jonas Andersson; [2016]
    Keywords : real-time; level of detail; tessellation;

    Abstract : Context. The geometric complexity of objects in games and other real-time applications is a crucial aspect concerning the performance of the application. READ MORE

  5. 5. Screen-Space Subsurface Scattering, A Real-time Implementation Using Direct3D 11.1 Rendering API

    University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Author : Dennis Andersen; [2015]
    Keywords : Translucency; Subsurface scattering; Real-time; Compute shader;

    Abstract : Context Subsurface scattering - the effect of light scattering within a material. Lots of materials on earth possess translucent properties. It is therefore an important factor to consider when trying to render realistic images. READ MORE