Essays about: "DirectX 12"

Showing result 1 - 5 of 10 essays containing the words DirectX 12.

  1. 1. 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

  2. 2. A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR : An application in soft shadows

    University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Author : Joakim Sjöberg; Filip Zachrisson; [2021]
    Keywords : dynamic ray tracing; inline ray tracing; hard shadows; soft shadows; rendering; dynamisk strålspårning; inline strålspårning; hårda skuggor; mjuka skuggor; rendering;

    Abstract : Background. Ray tracing is a tool that can be used to increase the quality of the graphics in games. One application in graphics that ray tracing excels in is generating shadows because ray tracing can simulate how shadows are generated in real life more accurately than rasterization techniques can. READ MORE

  3. 3. DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights

    University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Author : Yousra J'lali; [2020]
    Keywords : Performance evaluation; Multithread; Single-thread; Parallel architecture; API;

    Abstract : Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilitate such logic, is Microsoft DirectX 12. READ MORE

  4. 4. DirectX12: A Resource Heap Type Copying Time Analysis

    University essay from

    Author : Simon Törnblom; Pontus Hellman; [2020]
    Keywords : DirectX 12; Memory management; Performance test;

    Abstract : Background The API DirectX 12 allows programmers to have more control over the GPUs memory management. This includes the ability to allocate resources on different types of memory heaps. But there is a lack of research on how these heap types affect the copying performance. READ MORE

  5. 5. Particle Simulation using Asynchronous Compute : A Study of The Hardware

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Kim Enarsson; [2020]
    Keywords : Asynchronous Compute; Particle Simulation; Multi-Engine; DirectX; Async Compute; Asynchronous Compute; Partikel Simulering; Multi-Engine; DirectX; Async Compute;

    Abstract : Background. With the introduction of the compute shader, followed by the application programming interface (API) DirectX 12, the modern GPU is now going through a transformation. Previously the GPU was used as a massive computational tool for running a single task at unparalleled speed. READ MORE