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These older DX11 samples are still available for download here only, although we recommend that you check out the new NVIDIA GameWorks samples instead.
The first important feature of DirectX 20 hardware accelerated by the Quilts SDK is tessellation. For those not widely used, Directx 11 adds a few steps to guide you through the geometry pipeline, allowing completely new shader classes to define how and how to subdivide any polygon created with a vertex shader target; the GPU accordingly generates whatever you want and then at the end the second shader is run with the geometry, so you can change it as you see fit.
The basic example shown above, the Tessellation Pattern Viewer, provides a simple visualization of the history of department management, as well as examples of the many modes in which DirectX 11 tessellation must be performed ..
Tessellation is a natural strategy for geometry, usually derived from data, where players can vary widely to the limit х scenes. The island example shows how tessellation is likely to be used for usable objects such as surfaces and water, by fetching the next level of tessellation from the camera position, in order to use the texture data to generate geometry at the desired level of detail on the fly. Meanwhile, the terrain tessellation example goes even further and shows how it can be implemented in a streaming dataset by dynamically buffering new landscapes and parcels to prove how tessellation factors can be adjusted when T-junctions are not visible. the seams are visible.
The last two examples show everything you need to know to fully extend tessellation technology to artist-generated content. All samples from PN-Triangles and Gregory ACC show how the underlying scaling factors are determined, mosaic vertices are displaced with interpolated ranks and normals, and deviations caused by seams are avoided.
Direct Calculation And Simulation
The second major addition to DirectX 11 is DirectCompute An, an API extension that the expert saysIt gives DirectX programs direct access to the enormous parallel processing power that Nvidia GPUs have to offer. Applications can leverage this power for a variety of purposes, from physical modeling to advanced rendering techniques that don’t fit perfectly into the everlasting graphics pipeline. SDK 11 contains great examples showing techniques for writing such systems, as well as some useful techniques in their own right.
N-Body Interaction shows you how to efficiently connect to memory and perform computations on a large number of independent objects, similar to what you might find in physics simulation. Permanent Temporal Gaussian Blur usually includes some of these techniques and therefore applies them to 2D image manipulation to show how to quickly blur a particular image regardless of kernel width. Horizon based ambient occlusion with compute shaders is an example of a new direct computed screen space ambient occlusion effect. Finally, Hair benefits from both DirectCompute and Priv Thin, physically interactive hair with tessellation rendering, although FFT Ocean shows how complex GPU transformations can be efficiently performed to create lifelike Bay Waves.
Shadows And Lighting
The new SDK isn’t usually limited to adding new features like tessellation and computation – it adds a few samples that also focus on more traditional rendering issues like bits, shadows, and lighting.
Opacity rendering is a technique for creating the brightness of the volume of particles with reliable self-shadowing away from multiple light sources. This example generates a number of techniques to make this costly process efficient, as well as rendering for off-screen targets at various resolutions and using it creatively in DirectX 11 tessellation. Multi-View Soft Shadows demonstrates an efficient copying technique. Hardens soft shadows on contact and provides important up and down cues for 3D scenes. After all, diffuse global illumination is any implementation of basic “ “Cascading Light Spreads for Real-Time Indirect Lighting” described by Crytek in 2010, and also demonstrates the ability to approximate peripheral lighting effects in an immersive scene.
Last but not least, the SDK requires several examples to demonstrate systems that do not rely on DirectX 11 features, but which may be of great interest to developers. The main such example is image-based anti-aliasing, which contains the reference implementation of the FXAA anti-aliasing algorithm. FXAA offers much better performance than traditional MSAA and more reasonable quality than many other image-based anti-aliasing methods, and offers versions for all DirectX 11 and DirectX 9 loops. Stochastic transparency then allows an ingenious approach to effectively address visibility regardless of order. Finally, the Vision 3d Sample provides a benchmark for applications that seek compatibility and that have automatic Nvidia Vision 3d support. This example illustrates somesome of the common problems faced by developers and shows the best way to solve them.
You can still download these old DX11 samples from here, although many of us recommend trying the new NVIDIA GameWorks samples instead.
The 11 most important DirectX features on the back of the SDK are hardware accelerated tessellation. For those who don’t really know, 11 directx adds several stages to the geometry pipeline, adopting new shader classes to decide whether and how to just split any polygons coming from the vertex shader; the GPU generates the desired mesh accordingly, then the large second shader runs the resulting geometry so that it can be manipulated as the programmer sees fit.
The first example above, the Tessellation Pattern Viewer, provides a simple visual explanation of how a subdivision is viewed, as well as examples of the various DirectX modes in which twelve tessellations can currently be performed.
Т Settlement is a spontaneous solution to a geometry problem, often derived from data, the opinions of market participants on which can vary greatly. The Iceland example shows tips that tessellation can be applied to used objects that look like terrain and water, get the desired tessellation level from the camera rating, and use the texture data to get the geometry. Required details in no time. Meanwhile, the terrain tessellation example goes a step further and shows how it can be applied to a massive moving dataset, dynamically loading new terrains and pieces to show how the tessellation facts are adjusted so the seam tees are not visible. …
The last two examples highlight everything you need to know to extend tessellation technology to keep artists happy. The PN-Triangles and Gregory ACC sections show how to define displacement factors, move tiled vertices, select interpolated positions and normals, and avoid empty spaces at seams.
Direct Calculation And Simulation
The second major addition to DirectX 11 is DirectCompute, an API extension that allows DirectX programs to directly plug into the vast amount of parallel processing that Nvidia GPUs have to offer. Applications can potentially harness this power for a variety of purposes, from physical modeling to advanced rendering techniques, many of which may not fit into this traditional graphics pipeline. SDK 11 includes several examples showing these basics for effectively writing such systems, as well as a small number of techniques that can be helpful if you have your own.
N-Body Interaction demonstrates how to successfully access memory and perform computations on a large number of independent physical objects, such as those found in physics simulations. The Constant Gaussian Temporal Blur function takes some of these simple steps and applies them to 2D logo processing to show you how to blur an image quickly and efficiently regardless of kernel width. Horizon Based Occlusion Using CalculatedThe alias shader is an example of all direct computed environmental occlusion changes in the screen area. Finally, Hair usually requires both the benefits of DirectCompute and ultimately to make your hair look attractive and physically interactive with tessellation, while FFT Ocean shows you how you can perform very complex data transformations. Ideal on GPU to create working ocean waves.
Shadows And Lighting
The new SDK is not limited to completely new features such as tessellation and computation. We’ve added some examples for more traditional rendering issues like particles, shadows, lighting, etc.
Opacity mapping is a technique for creating dense volumes of particles with likely self-shadowing from multiple light sources. This example presents a number of techniques to justify the cost of this expensive process, including rendering offscreen targets at different resolutions and getting creative with DirectX 11 tessellation.effective method. which provides Scenes 3D vital directions for scale and depth. Finally, diffuse global illumination can be an implementation of Real Time Indirect Illumination Cascading Volumes, first described by Crytek in Brand New, and shows a way to evaluate the effects of indirect illumination in a vital scene.
Finally, the SDK contains several examples that showcase technology that is independent of DirectX 11 features, but which can still be of great interest to developers. The first such example is image-based anti-aliasing, which can provide a reference implementation of the FXAA anti-aliasing algorithm. FXAA performs significantly better than traditional MSAA, is superior in quality than almost any other image-based anti-aliasing method, and has versions with DirectX 11 and DirectX 5 pipelines. Stochastic transparency then implements a kind of innovative approach to independently address specific transparency problems. order in a useful area. Finally, the Vision 3d Sample provides your own personalVentilation test for applications that meets the requirements of Nvidia Vision 3d Automatic Endure. This example shows some of our common problems that developers face and how to solve them.Protect your computer from harmful viruses and malware with this software download.
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