Academic literature on the topic 'Directx'
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Journal articles on the topic "Directx"
Patil, Apoorva A., Abhishek S. Hegde, and Akshay E. Kulkarni. "2D Pong Game using DirectX." Bonfring International Journal of Software Engineering and Soft Computing 6, Special Issue (October 31, 2016): 190–92. http://dx.doi.org/10.9756/bijsesc.8274.
Full textFilatovas, Ernestas, Grigorijus Melničenko, and Vytautas Jakštys. "OpenGL ir DirectX technologijų spartos palyginimas programuojant trimačius vaizdus." Informacijos mokslai 65 (January 1, 2013): 56–65. http://dx.doi.org/10.15388/im.2013.0.2055.
Full textDenig, Achim, Feng-Kun Guo, Christoph Hanhart, and Alexey V. Nefediev. "DirectX(3872)production ine+e−collisions." Physics Letters B 736 (September 2014): 221–25. http://dx.doi.org/10.1016/j.physletb.2014.07.027.
Full textWaleed A. Al-Niamey, Aseel. "Dealing with DirectPlay Environments under DirectX." IRAQI JOURNAL OF STATISTICAL SCIENCES 6, no. 9 (June 28, 2006): 75–90. http://dx.doi.org/10.33899/iqjoss.2006.32775.
Full textBossard, Antoine. "High-Performance Graphics with DirectX in Racket." Information Engineering Express 5, no. 2 (2019): 83–98. http://dx.doi.org/10.52731/iee.v5.i2.368.
Full textRabello, Bruno, Edson Mattos, Bruno Evangelista, and Esteban Clua. "Introdução ao XNA." Revista de Informática Teórica e Aplicada 15, no. 1 (September 24, 2008): 39–82. http://dx.doi.org/10.22456/2175-2745.6012.
Full textGruen, Holger, Carsten Benthin, and Sven Woop. "Sub-triangle opacity masks for faster ray tracing of transparent objects." Proceedings of the ACM on Computer Graphics and Interactive Techniques 3, no. 2 (August 26, 2020): 1–12. http://dx.doi.org/10.1145/3406180.
Full textBlenkhorn, P., D. G. Evans, and A. Baude. "Full-screen magnification for windows using DirectX overlays." IEEE Transactions on Neural Systems and Rehabilitation Engineering 10, no. 4 (December 2002): 225–31. http://dx.doi.org/10.1109/tnsre.2002.806835.
Full textHearon, Jim. "Virtos Noise Wizard Noise Reduction DirectX Plug-Ins." Computer Music Journal 27, no. 3 (September 2003): 110–11. http://dx.doi.org/10.1162/comj.2003.27.3.110.
Full textLong, Ji Chang, Wei Hua Ma, and Chun Lin Shen. "An Acquisition and Display Method for Multi-View 3D Models." Advanced Materials Research 1078 (December 2014): 341–44. http://dx.doi.org/10.4028/www.scientific.net/amr.1078.341.
Full textDissertations / Theses on the topic "Directx"
Kobrtek, Jozef. "Zobrazení stínů ve scéně s využitím knihovny DirectX." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236553.
Full textJohansson, Simon, and Robin Andersson. "Comparison Between Particle Rendering Techniques in DirectX 11." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689.
Full textPersson, Martin, and Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1." Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.
Full textThis paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.
Blom, Simon. "A Comparison Between Rendering Techniques For Billboards In DirectX 11." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302261.
Full textDenna rapport jämför prestandan mellan fyra olika tekniker för konstruktion av geometri till bildskyltar där syftet är att bestämma vilken av dessa fyra som är den snabbaste. Samtliga av renderingsteknikerna är implementerade i C++ med DirectX 11 och jämförda med varandra. Resultaten indikerar att samtliga av renderingsteknikerna har olika konstanta tidskostnader och olika nivåer av skalbarhet. Slutsatsen är att den grupperade tekniken är den snabbaste när det renderas mindre än tio tusen bildskyltar medan den tessellerade tekniken är den snabbaste när det renderas mer än tio tusen bildskyltar.
Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.
Full textkristoffer.swe@gmail.com
Säll, Martin, and Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.
Full textJakštys, Vytautas. "Trimačių vaizdų programavimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130801_123349-60814.
Full textThree-dimensional rendering technologies DirectX and OpenGL were reviewed in this work. The comprehensive survey, review of advantages and disadvantages, and comparative analysis of these technologies was done. The most popular modern programmming languages with three-dimensional programming features were reviewed in this work. The software for testing the speed of the DirectX and OpenGL technologies was developed. A lot of experiments were done in order to determinante speed of these technologies. The experiments included vizualization of basic and complex shapes movements, and different depth of the shapes. The experimental investigations were performed in OS Windows and it was determined that the speed of DirectX technology is higher. This fact is the most important in three-dimensional rendering, especially in computer games development. DirectX technology is the fastest while programming in C#. Be to, ekperimetinių tyrimu metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU išteklius. The application – three-dimensional biliard game was developed in this work also. DirectX technology was used and It was programmed in C#.
J'lali, Yousra. "DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201.
Full textOlofsson, Mikael. "Direct3D 11 vs 12 : A Performance Comparison Using Basic Geometry." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13598.
Full textBlidkvist, Jesper, and Joakim Westgren. "Re-texturing and compositing new material on pre-rendered media : Using DirectX and UV sampling." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12798.
Full textBooks on the topic "Directx"
Thorn, Alan. DirectX 9 graphics: The definitive guide to Direct3D. Plano, TX: Wordware Pub., 2005.
Find full textWendy, Jones, and ebrary Inc, eds. Beginning DirectX 11 game programming. Boston, Mass: Course Technology, 2012.
Find full textBeginning DirectX 10 game programming. Boston, MA: Thomson Course Technology, 2008.
Find full textUltimate game programming with DirectX. 2nd ed. Boston, Mass: Charles River Media/Course Technology, 2009.
Find full textEllen, Hatton, ed. .NET game programming with DirectX 9.0. Berkeley, Calif: Apress, 2003.
Find full textPazera, Ernest. Isometric game programming with Directx 7.0. Roseville: Prima Tech, 2001.
Find full textAdrian, Perez, and Royer Dan, eds. Advanced 3D game programming using DirectX 8.0. Plano, TX: Wordware Pub., 2002.
Find full textWin32 game developer's guide with DirectX 3. Corte Madera, CA: Waite Group Press, 1997.
Find full textBook chapters on the topic "Directx"
Tagliaferri, Matthew. "Using DirectX." In Learn VB.NET Through Game Programming, 279–318. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0808-2_8.
Full textWeller, David, Alexandre Santos Lobão, and Ellen Hatton. "Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+." In Beginning .NET Game Programming in C#, 139–205. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0721-4_3.
Full textWeller, David, Alexandre Santos Lobão, and Ellen Hatton. "Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+." In Beginning .NET Game Programming in VB .NET, 141–206. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0724-5_3.
Full textYang, Tianbiao. "Quaternion in DirectX." In Lecture Notes in Electrical Engineering, 1275–81. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2386-6_169.
Full textWyman, Chris, and Adam Marrs. "Introduction to DirectX Raytracing." In Ray Tracing Gems, 21–47. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4427-2_3.
Full textRottmann, Heinrich. "Fortgeschrittene Mulitmediatechniken mit DirectX nutzen." In Warum ausgerechnet .NET?, 275–96. Wiesbaden: Vieweg+Teubner Verlag, 2003. http://dx.doi.org/10.1007/978-3-322-87252-4_8.
Full textFraniak, Alexander, Yohann Pitrey, Christoph Czepa, and Helmut Hlavacs. "Streaming DirectX-Based Games on Windows." In Lecture Notes in Computer Science, 485–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34292-9_41.
Full textPettineo, Matt. "Using Bindless Resources with DirectX Raytracing." In Ray Tracing Gems II, 257–79. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7185-8_17.
Full textBossard, Antoine. "High-Performance Graphics in Racket with DirectX." In Algorithms and Architectures for Parallel Processing, 814–25. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65482-9_66.
Full textYang, Banghua, Qian Wang, Zhijun Han, Hong Wang, and Liangfei He. "Development of a BCI Simulated Application System Based on DirectX." In Advances in Intelligent Systems and Computing, 813–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54927-4_77.
Full textConference papers on the topic "Directx"
Kim, Chris W. "DirectX 11." In ACM SIGGRAPH ASIA 2010 Courses. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900520.1900537.
Full textHillesland, Karl. "OpenGL and DirectX." In SIGGRAPH Asia 2013 Courses. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2542266.2542276.
Full textTatarinov, Andrei. "Reyes using DirectX 11." In ACM SIGGRAPH 2010 Talks. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1837026.1837071.
Full textWyman, Chris, Shawn Hargreaves, Peter Shirley, and Colin Barré-Brisebois. "Introduction to DirectX raytracing." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214834.3231814.
Full textXiahou, Jianbing, and Yang Mu. "Loading and Rendering XFile in DirectX." In 2012 International Conference on Computer Science and Electronics Engineering (ICCSEE). IEEE, 2012. http://dx.doi.org/10.1109/iccsee.2012.257.
Full textUsovaitė, Ana. "Textures alpha mapping technolody realization with DirectX." In The 13th International Conference on Engineering and Computer Graphics BALTGRAF-13. Vilnius Gediminas Technical University, 2015. http://dx.doi.org/10.3846/baltgraf.2015.017.
Full textLi, Xufeng, Fenghua Shi, and Yonghui An. "Visualization Modeling of Mine Roadway Based on DirectX." In Second International Conference on Information and Computing Science, ICIC 2009. IEEE, 2009. http://dx.doi.org/10.1109/icic.2009.14.
Full textMirza, Yahya H. "Building compilers for DirectX 9.0 compatible graphics processors." In Companion of the 18th annual ACM SIGPLAN conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/949344.949374.
Full textKomarov, Egor, Dmitry Zhdanov, and Andrey Zhdanov. "Rendering the Real-Time Caustics with DirectX Raytracing." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-36-47.
Full textYin, Jing, and XiaoFang Yang. "3D facial reconstruction of based on OpenCV and DirectX." In 2016 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2016. http://dx.doi.org/10.1109/icalip.2016.7846562.
Full textReports on the topic "Directx"
Aadithya, Karthik, Eric Keiter, and Ting Mei. DAGSENS: Directed Acyclic Graph Based Direct and Adjoint Transient Sensitivity Analysis for Event-Driven Objective Functions. Office of Scientific and Technical Information (OSTI), August 2017. http://dx.doi.org/10.2172/1761808.
Full textTekalur, Arjun, Jacob Kallivayalil, Jason Carroll, Mike Killian, Benjamin Schultheis, Anil Chaudhary, Zackery McClelland, Jeffrey Allen, Jameson Shannon, and Robert Moser. Additive manufacturing of metallic materials with controlled microstructures : multiscale modeling of direct metal laser sintering and directed energy deposition. Engineer Research and Development Center (U.S.), July 2019. http://dx.doi.org/10.21079/11681/33481.
Full textDeBurgomaster, Paul Christopher. Direct Metal Oxidation. Office of Scientific and Technical Information (OSTI), August 2017. http://dx.doi.org/10.2172/1374284.
Full textAuthor, Not Given. Direct-fired biomass. Office of Scientific and Technical Information (OSTI), January 2009. http://dx.doi.org/10.2172/1216658.
Full textBack, L. H., G. Fabris, and M. A. Ryan. Direct Conversion Technology. Office of Scientific and Technical Information (OSTI), July 1992. http://dx.doi.org/10.2172/5027290.
Full textMassier, P. F., L. H. Back, M. A. Ryan, and G. Fabris. Direct conversion technology. Office of Scientific and Technical Information (OSTI), January 1992. http://dx.doi.org/10.2172/5916746.
Full textMassier, P. F., C. P. Bankston, R. Williams, M. Underwood, B. Jeffries-Nakamura, and G. Fabris. Direct conversion technology. Office of Scientific and Technical Information (OSTI), December 1989. http://dx.doi.org/10.2172/6912586.
Full textHarman, Gary E., and Ilan Chet. Enhancing Crop Yield through Colonization of the Rhizosphere with Beneficial Microbes. United States Department of Agriculture, December 2001. http://dx.doi.org/10.32747/2001.7580684.bard.
Full textAukrust, E. AISI Direct Steelmaking Program. Office of Scientific and Technical Information (OSTI), January 1993. http://dx.doi.org/10.2172/6740502.
Full textStromswold, David C., Anthony J. Peurrung, Randy R. Hansen, and Paul L. Reeder. Direct Fast-Neutron Detection. Office of Scientific and Technical Information (OSTI), December 1999. http://dx.doi.org/10.2172/15001486.
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