Academic literature on the topic 'Directx'

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Journal articles on the topic "Directx"

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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.

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Filatovas, 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.

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Pagrindiniai trimačių vaizdų apdorojimo konkurentai yra DirectX ir OpenGL technologijos. Straipsnyje pateikiama šių technologijų lyginamoji analizė. Eksperimentiškai tiriama DirectX ir OpenGL technologijų veikimo sparta. Eksperimentams skirta testinė programinė įranga sukurta populiariausiomis programavimo kalbomis C++ ir C#. Darbe pateikiami ir analizuojami tyrimų rezultatai, gauti atlikus kelis skirtingus spartos testus naudojant sukurtą programinę įrangą.Comparison of OpenGL and DirectX technologies in 3D programming Ernestas Filatovas, Grigorijus Melničenko, Vytautas Jakštys SummaryIn this study, three-dimensional rendering technologies DirectX and OpenGL were reviewed. A comprehensive survey, evaluation of advantages and disadvantages, and a comparative analysis of these technologies have been made. By applying C# and C++ programming languages, the software has been developed for testing the speed of DirectX and OpenGL technologies. A relatively large number of experiments were conducted in order to determine the speed of these technologies. The experiments included visualization of basic and complex shapes movements, and different depth of shapes. The experimental investigations were performed in Windows and they have revealed that the speed of the DirectX technology is higher. This factor is the most signifi cant one in three-dimensional rendering, especially in the development of computer games. The DirectX technology was proved to be fastest while programming in C#. Moreover, the experimental investigations have indicated that the DirectX technology uses CPU resources more effi ciently.e="font-size: 11pt; line-height: 115%; font-family: Calibri, sans-serif;">
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Denig, 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.

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Waleed 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.

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Bossard, 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.

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Rabello, 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.

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This tutorial explore the basic characteristics for the game development plataform developed by Microsoft, called XNA (XNA´s Not Acronymed). XNA allows the creation of PC games, for Windows plataform and XBOX 360, for a console plataform. XNA aims to substitute the DirectX Manager, a version of DirectX for a .NET plataform. All the applications made in XNA are compiled in a managed code. This code is executed at the Common Language Runtime (CLR), which is the virtual machine of the .NET plataform.
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Gruen, 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.

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We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to quickly determine fully transparent and fully opaque regions of triangles thereby skipping the more expensive alpha-test operation. These bit masks allow us to skip up to 86% of all transparency tests, yielding up to 40% speed up in a proof-of-concept DirectX® software only implementation.
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Blenkhorn, 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.

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Hearon, 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.

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Long, 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.

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Based on the technology of OpenGL and DirectX Wrapper, this paper designs and implements a new general method of data collection and display for the existing three-dimensional models using in multi-view 3D display system. Firstly, by using the technology of OpenGL/DirectX Wrapper, it obtains the application information such as the models, calls and associated data. Secondly, it sends the information to all rendering nodes. Then, according to the multi-view system projection array number and expected angle threshold parameter, each rendering node does the final adjustment and calibration on the obtained information sequentially for multi-view image rendering. Finally, each node transmits corresponding viewpoint image rendered by themselves to the projection equipment, and displays stereo images through 3D device synchronously. This method can be applied to all application programs based on OpenGL or DirectX Library. It is a general method for collecting and displaying multi-view 3D data sources. Experimental results show that this method is of high acquisition and rendering process, the image quality is the same as the source and stereoscopic displays strong. It has a wide range of applications and research value in the field of Engineering.
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Dissertations / Theses on the topic "Directx"

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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.

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This work discusses shadowing methods, analyses them and describes implementation in DirectX 11 API. Theoretical part describes historical evolution of shadow usage in 3D applications and also analyzes shadowing algorithms. This work compares 2 variants of shadow mapping algorithm for omnidirectional lights, based on cube mapping and paraboloid projection, on demo application using quality, performance and implementation aspects.
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Johansson, 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.

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Comparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU based one.In this study we developed two rendering techniques for aparticle system, instancing and stream-out, and compare theirperformance. As almost as expected we saw that the stream-outtechnique that is GPU based outperformed instancing when wetested using none intractable particle systems. We have furthereddiscussed both advantages and disadvantages in other scenarios.
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Persson, 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.

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This 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.

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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.

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This thesis is comparing the performance between four different techniques of geometry construction for billboards with the purpose of determining which one that is the fastest. All four rendering techniques are implemented in C++ with DirectX 11 and compared against each other. Results indicate that all of the rendering techniques have different constant time costs and different levels of scalability. The conclusion is that the batched technique is the fastest when rendering less than ten thousand billboards while the tessellated technique is the fastest when rendering more than ten thousand billboards.
Denna 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.
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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.

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Visualization of volumetric data has always been useful in big va- riety of ways, for example computer tomography (CT) and magnet resonance tomography (MRT) are two major applications of this sorts of algorithms. Since volumetric data has no limitation regarding the shape of the object that ordinary mesh algorithms has we can fully reconstruct anything using the Marching cubes algorithm. New tech- niques allow us to implement this algorithm by new and exible means. Here we will use the latest of DirectX technology to run marching cubes in realtime using compute shaders.
kristoffer.swe@gmail.com
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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.

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Context. Ray tracing has always been a simple but effective way to create a photorealistic scene but at a greater cost when expanding the scene. Recent improvements in GPU and CPU hardware have made ray tracing faster, making more complex scenes possible with the same amount of time needed to process the scene. Despite the improvements in hardware ray tracing is still rarely run at a interactive speed. Objectives. The aim of this experiment was to implement a new kdtree generation algorithm using DirectX 11 compute shaders. Methods. The implementation created during the experiment was tested using two platforms and five scenarios where the generation time for the kd-tree was measured in milliseconds. The results where compared to a sequential implementation running on the CPU. Results. In the end the kd-tree generation algorithm implemented did not run within our definition of real-time. Comparing the generation times from the implementations shows that there is a speedup for the GPU implementation compared to our CPU implementation, it also shows linear scaling for the generation time as the number of triangles in the scene increase. Conclusions. Noticeable limitations encountered during the experiment was that the handling of dynamic structures and sorting of arrays are limited which forced us to use less memory efficient solutions.
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Jakštys, 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.

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Šiame darbe nagrinėjamos populiariausios trimačių vaizdų apdorojimo technologijos DirectX ir OpenGL. Buvo atlikta jų apžvalga, pateikti šių technologijų pagrindiniai privalumai ir trūkumai bei atlikta jų lyginamoji analizė. Darbe apžvelgtos populiariausios modernios programavimo kalbos turinčios trimačių vaizdų programavimo galimybęs – C# ir C++. Panaudojant šias kalbas buvo sukurta programinė įranga skirta DirectX ir OpenGL technologijų vaizdų apdorojimo spartos tyrimui. Buvo atliktas didelis skaičius eksperimentų, kurių metu buvo siekiama nustatyti minėtų technologijų spartą vizualizuojant elementarių ir sudėtinių figūrų judesius, bei taikant skirtingą figūrų gilumą. Atlikus eksperimentinius tyrimus Windows aplinkoje buvo nustatyta, kad DirectX technologijos trimačių vaizdų vizualizavimo sparta yra didesnė. Ši savybė trimačių vaizdų vizualizavime kompiuteryje yra svarbiausia ir ypač aktuali kompiuterinių žaidimų kūrime. Greičiausiai DirectX technologija atvaizduoja trimačius vaizdus programuojant juos C# kalba. Be to, ekperimetinių tyrimų metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU ir GPU resursus. Taipogi darbe buvo sukurta taikomoji programa – trimatis biliardo žaidimas, panaudojant efektyviausią trimačių vaizdų apdorojimo technologiją DirectX ir programavimo kalbą C#.
Three-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#.
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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.

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Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilitate such logic, is Microsoft DirectX 12. There are numerous opinions about this specific API, and to get a slightly better understanding of its capabilities with hardware utilization, this research puts it under some tests. Objectives. This article’s aim is to steadily perform tests and comparisons in order to find out which method has better performance when using DirectX 12; single-threading, or multithreading. For performance measurements, the average CPU and GPU utilizations are gathered, as well as the average FPS and the speed of which it takes to perform the Render function. When all results have been collected, the comparison between the methods are assessed. Methods. In this research, the main method which is being used is experiments. To find out the performance differences between the two methods, they must undergo different trials while data is gathered. There are four experiments for the single-threaded and multithreaded application, respectively. Each test varies in the number of lights and objects that are rendered in the simulation environment, gradually escalading from 50; then 100; 1000; and lastly, 5000. Results. A similar pattern was discovered throughout the experiments, with all of the four tests, where the multithreaded application used considerably more of the CPU than the single-threaded version. And despite there being less simultaneous work done by the GPU in the one-threaded program, it appeared to be using more GPU utilization than multithreading. Furthermore, the system with many threads tended to perform the Render function faster than its counterpart, regardless of which test was executed. Nevertheless, both applications never differed in FPS. Conclusion. Half of the hypotheses stated in this article were contradicted after some unexpected tun of events. It was believed that the multithreaded system would utilize less of the CPU and more of the GPU. Instead, the outcome contradicted the hypotheses, thus, opposing them. Another theory believed that the system with multiple threads would execute the Render function faster than the other version, a hypothesis that was strongly supported by the results. In addition to that, more objects and lights inserted into the scene did increased the applications’ utilization in both the CPU and GPU, which also supported another hypothesis. In conclusion, the multithreaded program performs faster but still has no gain in FPS compared to single-threading. The multithreaded version also utilizes more CPU and less GPU
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Olofsson, 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.

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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). Both the interfaces and processing units are a part of the steady development in order to be able to push the limits of graphical rendering. Objectives. This thesis investigates if the Direct3D 12 API provides higher rendering performance when compared to its predecessor Direct3D 11. Methods. The method used is an experiment, in which a benchmark rendering basic shaded geometry using both of the APIs while measuring their performance was developed. The focus was aimed at testing API interaction and comparing Direct3D 11 against Direct3D 12. Results. Statistics gained from the benchmark suggest that in this experiment Direct3D 11 offered the best rendering performance in the majority of the cases tested, although Direct3D 12 had specific scenarios where it performed better. Conclusions. As a conclusion the benchmark gave contradicting results when compared to other studies. This could be dependent on the implementation, software or hardware used. In the tests Direct3D 12 was closer to its Direct3D 11 counterpart when more cores were used. A platform with more processing cores available to execute in parallel could reveal if Direct3D 12 could offer better performance in that experimental setting. In this study Direct3D 12 was implemented as to imitate Direct3D 11. If the implementation was further aligned with Direct3D 12 recommendations other results might be observed. Further study could be conducted to give a better evaluation of rendering performance.
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Blidkvist, 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.

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Context: This thesis investigates a new method for re-texturing and com- positing new or additional material on specific pre-rendered images using various blend equations. This is done by sampling a number of render passes created alongside the original source material, most notably a UV pass for accurate texture positioning and different lighting passes to enhance the control over the final result. This will allow comparatively simple and cheap compositing without the overhead that other commercially available tools might add. Objectives: Render the necessary UV coordinates and lighting calculations from a 3D application to two separate textures.Sample said textures in DirectX and use the information to accurately light and position the additional dynamic material for blending with the pre-rendered media. Method: The thesis uses an implementation method in which quantita- tive data is gathered by comparing the resulting composited images using two common image comparison methods, the Structured Similarity Index (SSIM) and Peak Signal to Noise Ratio (PSNR), against a Gold Standard render. Results: The results of this implementation indicates that both the per- ceived and measured similarity is close enough to prove the validity of this method. Conclusions. This thesis shows the possibility and practical use of DirectX as tool capable of the most fundamental compositing operations. In its current state, the implementation is limited in terms of flexibility and func- tionality when compared to other proprietary compositing software packages and some visual artefacts and quality issues are present. There are however no indications that these issues could not be solved with additional work.
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Books on the topic "Directx"

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Bargen, Bradley. Inside DirectX. Redmond, Wash: Microsoft Press, 1998.

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Thorn, Alan. DirectX 9 graphics: The definitive guide to Direct3D. Plano, TX: Wordware Pub., 2005.

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Wendy, Jones, and ebrary Inc, eds. Beginning DirectX 11 game programming. Boston, Mass: Course Technology, 2012.

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Beginning DirectX 10 game programming. Boston, MA: Thomson Course Technology, 2008.

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Ultimate game programming with DirectX. 2nd ed. Boston, Mass: Charles River Media/Course Technology, 2009.

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Ellen, Hatton, ed. .NET game programming with DirectX 9.0. Berkeley, Calif: Apress, 2003.

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Pazera, Ernest. Isometric game programming with Directx 7.0. Roseville: Prima Tech, 2001.

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Advanced 3D game programming with DirectX 10.0. Plano, Tex: Wordware Pub., 2008.

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Adrian, Perez, and Royer Dan, eds. Advanced 3D game programming using DirectX 8.0. Plano, TX: Wordware Pub., 2002.

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Win32 game developer's guide with DirectX 3. Corte Madera, CA: Waite Group Press, 1997.

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Book chapters on the topic "Directx"

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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.

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Weller, 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.

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Weller, 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.

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Yang, 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.

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Wyman, 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.

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Rottmann, 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.

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Franiak, 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.

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Pettineo, 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.

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Bossard, 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.

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Yang, 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.

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Conference papers on the topic "Directx"

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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.

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Hillesland, 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.

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Tatarinov, 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.

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Wyman, 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.

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Xiahou, 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.

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Usovaitė, 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.

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Colors are described by three components RGB and alpha component. This component adds additional realism in the computer scene and means opacity. Alpha mapping is a process that regulates objects transparency. This is an often used and successful process. This effect is rather simple. The realization requires few and simple resources. Such modern graphics libraries as DirectX, OpenGL and WebGL have powerful opportunities to implement a light mapping. For the realization we can use powerful graphical library DirectX and OpenGL. There is also an opportunity to use the graphic library for the internet WebGL.
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Li, 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.

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Mirza, 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.

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Komarov, 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.

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Caustic illumination frequently appears in the real life, however, this type of illumination is especially hard to be rendered in real-time. Currently, some solutions allow to render the caustic illumination caused by the water surface, but these methods could not be applied to the arbitrary geometry. In the scope of the current article, we present a method of real-time caustics rendering that uses the DirectX Raytracing API and is integrated into the rendering pipeline. The method is based on using additional forward caustic visibility maps and backward caustics visibility maps that are created for light sources and the virtual camera correspondingly. The article presents the algorithm of the developed real-time caustics rendering method and the results of testing its implementation on test scenes. The analysis of the dependence of the rendering speed on the depth of specular ray tracing, the number of light sources, and the number of rays per pixel is carried out. Testing shows promising results which can be used in the modern game industry to increase the realism of the virtual world visualization.
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Yin, 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.

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Reports on the topic "Directx"

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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.

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Tekalur, 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.

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DeBurgomaster, Paul Christopher. Direct Metal Oxidation. Office of Scientific and Technical Information (OSTI), August 2017. http://dx.doi.org/10.2172/1374284.

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Author, Not Given. Direct-fired biomass. Office of Scientific and Technical Information (OSTI), January 2009. http://dx.doi.org/10.2172/1216658.

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Back, 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.

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Massier, 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.

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Massier, 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.

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Harman, 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.

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At the start of this project, fungi in the genus Trichoderma were known to be potent biocontrol agents, and their primary mechanism was considered to via direct effects upon the target fungi. Due in large part to the efforts of the two PIs, we now know that this view is far too limited; while Trichoderma spp. do indeed have direct effects on pathogenic fungi, they have very far reaching effects directly upon plants. Indeed, these fungi must be considered as opportunistic plant symbionts; they provide a number of benefits to plants and themselves are favored by large numbers of healthy roots. Research under this BARD grant has demonstrated that These fungi induce resistance mechanisms in plants. They increase root development and depth of rooting; Bradyrhizobium enhances this effect in soybean. They enhance uptake of plant nutrients. They have abilities to solubilize nutrients, such as oxidized metals and insoluble phosphorus compounds by a variety of different mechanisms and biochemicals. This is a marked expansion of our knowledge of the abilities of these organisms. This knowledge has direct implications for understanding of basic plant responses and abilities, and already is being used to improve plant productivity and reduce pollution of the environment.
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Aukrust, E. AISI Direct Steelmaking Program. Office of Scientific and Technical Information (OSTI), January 1993. http://dx.doi.org/10.2172/6740502.

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Stromswold, 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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