Essays about: "direct3d 11"

Showing result 1 - 5 of 6 essays containing the words direct3d 11.

  1. 1. 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

  2. 2. 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

  3. 3. 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

  4. 4. Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications

    University essay from Blekinge Tekniska Högskola/Sektionen för datavetenskap och kommunikation

    Author : Pontus Holmertz Liljekvist; Andreas Zsigmond; [2013]
    Keywords : Tessellation; Direct3D 11; Region of Interest; Displacement; Subdivision.;

    Abstract : While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. READ MORE

  5. 5. Deferred rendering using Compute shaders

    University essay from Blekinge Tekniska Högskola/Sektionen för datavetenskap och kommunikation

    Author : Benjamin Golba; [2010]
    Keywords : Deferred rendering; DirectX; Direct3D; Vertex shader; Pixel shader; Compute shader;

    Abstract : Game developers today are putting a lot of effort into their games. Consumers are hard to please and demand a game which can provide both fun and visual quality. This is why developers aim to make the most use of what hardware resources are available to them to achieve the best possible quality of the game. READ MORE