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Directx 10 shader model 3.0
Directx 10 shader model 3.0




directx 10 shader model 3.0
  1. #DIRECTX 10 SHADER MODEL 3.0 HOW TO#
  2. #DIRECTX 10 SHADER MODEL 3.0 FULL#

Rain This sample shows how to animate and render rain as a particle system entirely on the GPU. Simulation, collision detection and response, and rendering are all done on the GPU.

#DIRECTX 10 SHADER MODEL 3.0 FULL#

The Smoke and Fire also correctly interact with moving objects in thier path and composite seamlessly into the scene.ĭeformable Bodies This sample shows a full physical simulation of non-rigid deformable bodies on the GPU. Both simulation and rendering are made easier using DirectX 10's new render to 3D texture functionality.

directx 10 shader model 3.0

Smoke This demo shows how to simulate and render real-time three dimensional smoke and Fire. The atmospheric glow effect is implemented by downsampling and blurring the rendered bolts of lighting using a Gaussian filter kernel with separate extinction coefficients per color channel in order to fake atmospheric scattering. A geometry shader is then used to create camera facing billboards with a procedurally created color gradient. The structure of a lightning beam is created by using fractal subdivision of line segments, efficiently implemented using geometry shaders and stream out. Lightning This sample shows how to simulate and animate different kinds of lighting effects using DirectX10 features. Skinned Instancing This sample shows the use of instancing and vertex texture fetch on the GeForce 8 Series to implement a crowd of GPU animated characters, all independently animating but drawn with a single draw call. This is accomplished with sub-sample stencil routing, and therefore requires Direct3D 10's ability to read from an MSAA render target. The results are similiar to depth peeling (an implementation is included) but since multiple layers are captured at once it is much faster.

directx 10 shader model 3.0

Stencil Routed K-Buffer This sample illustrates a method for capturing 8 layers of fragments with a single geometry pass. Please obtain the DirectX SDK redistributable from Microsoft. This code is released free of charge for use in derivative works, whether academic, commercial, or personal (Full License).ĭirectX SDK (April 2007) is required to compile some code samples. In each release of our SDK you will find numerous code samples, complete with carefully commented source code, whitepapers, and videos to help you take advantage of the latest technology from NVIDIA.






Directx 10 shader model 3.0