Academic literature on the topic 'Directx11'

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Journal articles on the topic "Directx11"

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Cui, Qing Chun, Xing Xin Li, and Jian Ping Hao. "Study of Reading and Rendering Method for 3DS File Based on DirectX11." Applied Mechanics and Materials 401-403 (September 2013): 2003–6. http://dx.doi.org/10.4028/www.scientific.net/amm.401-403.2003.

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Based on the analysis of the structure of the 3DS file, this paper uses recursive method to collect content of 3DS file and designs the data structure to save them. Then, reading and drawing principle for 3DS file is studied by DirectX 11. Finally, the system for reading and drawing 3DS file is designed and implemented based on DirectX11 in VS2010, and achieves better results.
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Cui, Qing Chun, Xing Xin Li, and Jian Ping Hao. "Research on Virtual Simulation Technique Based on Shader." Applied Mechanics and Materials 423-426 (September 2013): 2507–11. http://dx.doi.org/10.4028/www.scientific.net/amm.423-426.2507.

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Shader plays an important role in DirectX11, and whatever things are rendered by Shader. It is great significance to study virtual simulation technique based on Shader. Firstly, the common shader core is introduced by this paper. Secondly, the virtual simulation system architecture based on shader is studied. Finally, a virtual simulation system is implemented based on DirectX11 in VS2010, and achieves better results.
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Ushcats, Mykhailo V., and Svitlana U. Ushcats. "Calculation of the fifth virial coefficient by using multithread calculations on the basis of the DirectX11 computeshader technology." Collection of Scientific Publications NUS, no. 1 (2019): 163–72. http://dx.doi.org/10.15589/znp2019.1(475).23.

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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
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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 (2016): 190–92. http://dx.doi.org/10.9756/bijsesc.8274.

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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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Rabello, Bruno, Edson Mattos, Bruno Evangelista, and Esteban Clua. "Introdução ao XNA." Revista de Informática Teórica e Aplicada 15, no. 1 (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 (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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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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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
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Dissertations / Theses on the topic "Directx11"

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Johansson, Håkan. "Volume Raycasting Performance Using DirectCompute." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4977.

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Volume rendering is quite an old concept of representing images, dating back to the 1980's. It is very useful in the medical field for visualizing the results of a computer tomography (CT) and magnet resonance tomography (MRT) in 3D. Apart from these two major applications for volume rendering, there aren’t many other fields of usage accept from tech demos. Volumetric data does not have any limitations to the shape of an object that ordinary meshes can have. A popular way of representing volume data is through an algorithm that is called volume raycasting. There is a big disadvantage with
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Möller, Andreas. "A dynamic method for rendering overlay on live video : With motion detection and masking using DirectX 11 and HLSL." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75911.

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The digitalization leads to that many physical solutions are replaced by digital once. Especially in the surveillance and security business have humans been replaced by cameras which are monitored from a remote location. As the power of the computers has increased, live video can be analyzed to inform the controller about anomalies which a human eye could have missed. SAAB – Air Traffic Management has a digital solution to provide Air Traffic Service which is called Remote Tower. This project will come up with a recommendation on how SAAB can dynamically render overlay based on live video, whi
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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
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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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<p>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 des
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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
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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.<br>kristoffer.swe@gmail
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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 us
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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 i
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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 e
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Books on the topic "Directx11"

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Bargen, Bradley. Inside DirectX. Microsoft Press, 1998.

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Beginning DirectX 10 game programming. Thomson Course Technology, 2008.

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

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

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

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

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

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Win32 game developer's guide with DirectX 3. Waite Group Press, 1997.

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Microsoft Visual Basic game programming with DirectX. Premier Press, 2002.

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

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Book chapters on the topic "Directx11"

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Tagliaferri, Matthew. "Using DirectX." In Learn VB.NET Through Game Programming. Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0808-2_8.

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Yang, Tianbiao. "Quaternion in DirectX." In Lecture Notes in Electrical Engineering. Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2386-6_169.

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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#. 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. Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0724-5_3.

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Wyman, Chris, and Adam Marrs. "Introduction to DirectX Raytracing." In Ray Tracing Gems. 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? 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. 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. 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. 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. 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 "Directx11"

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Shi, Jiqing, Zongqiang Liu, Yanjiang Li, and Hongyan Yuan. "Virtual scene simulation and implementation based on DirectX11." In 2013 International Conference on Quality, Reliability, Risk, Maintenance, and Safety Engineering (QR2MSE). IEEE, 2013. http://dx.doi.org/10.1109/qr2mse.2013.6625886.

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Kim, Chris W. "DirectX 11." In ACM SIGGRAPH ASIA 2010 Courses. 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. 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. 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. ACM, 2018. http://dx.doi.org/10.1145/3214834.3231814.

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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 int
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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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Санжаров, Вадим, Vadim Sanzharov, Алексей Горбоносов, et al. "Examination of the Nvidia RTX." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-7-12.

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Hardware acceleration of ray tracing is an active research field, but only with the release of Nvidia Turing architecture GPUs it became widely available. Nvidia RTX is a proprietary hardware ray tracing acceleration technology available in Vulkan and DirectX APIs as well as through Nvidia OptiX. Since the implementation details are unknown to the public, there are a lot of questions about what it actually does under the hood. To find answers to these questions, we implemented classic path tracing algorithm using RTX via both DirectX and Vulkan and conducted several experiments with it to inve
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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. ACM Press, 2003. http://dx.doi.org/10.1145/949344.949374.

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