Graphics samples】的更多相关文章

绘制二次曲线: public void paint(Graphics g) { // TODO 自动生成的方法存根 super.paint(g); Graphics2D g2=(Graphics2D)g; QuadCurve2D.Double curle=new QuadCurve2D.Double(60,20,120,100,180,20); g2.draw(curle); } 绘制三次曲线: public void paint(Graphics g) { // TODO 自动生成的方法存根…
DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vulkan.知乎funchun的编程指南是中文版,英文不好,准备先看一版中文版,回头再去研习其他的内容. 1.Vulkan编程指南阅读摘要 1.1 Vulkan SDK 安装完成之后,安装目录有如下文件.在阅读编程指南的过程中,我并未采用指南中的demo code来进行研究,而是使用的SDK自带的de…
开发资料汇总 1.API Reference 2.Vulkan Spec 有详细说明的pdf 文章 1.知乎Vulkan-高性能渲染 2.Life of a triangle - NVIDIA's logical pipeline 3.Round Robin 算法 4.NVIDIA Developer Vulkan 5.Vulkan SDK Tutorial 6.Vulkan In 30 Minutes 7.Vulkan Notes 8.GDC  2016 Talk 9.知乎: Vulkan编程…
Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long enough already. We’ve been touring all the regular parts of the graphics pipeline, down to different le…
In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel shading. In fact, this is really what most graphics programmer think about when talking about pixel processing; the alpha blend and late Z stages we’ll e…
In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasterization. Like the last part, the text won’t proceed in actual pipeline order; again, I’ll describe the underlying algorithms first, and then fill in the…
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but they have access to one resource that doesn’t exist in other vector architectures: Texture samplers. They…
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but they have access to one resource that doesn’t exist in other vector architectures: Texture samplers. They…
http://www.behardware.com/art/lire/845/ --> Understanding 3D rendering step by step with 3DMark11 - BeHardware>> Graphics cards Written by Damien Triolet Published on November 28, 2011 URL: http://www.behardware.com/art/lire/845/ Page 1 Introduct…
示例代码分为下列几类: 1.   Simple Reference 基础CUDA示例,适用于初学者, 反应了运用CUDA和CUDA runtime APIs的一些基本概念. 2.   Utilities Reference 演示如何查询设备能力和衡量GPU/CPU 带宽的实例程序. 3.  Graphics Reference      图形化示例展现的是 CUDA, OpenGL, DirectX 之间的互通性 4.  Imaging Reference 图像处理,压缩,和数据分析 5.  F…