DirectX 11 Tutorials Tutorial 14: Direct Sound Tutorial 31: 3D Sound Back to Tutorial Index
DirectX 11 Tutorials Tutorial 14: Direct Sound Tutorial 31: 3D Sound Back to Tutorial Index
2008年02月23日 はじめに イントリンシックで MMX や SSE が使えるようになり、手軽に SIMD が利用できるようになった。 でも、いざ使おうとするとどう書けばいいのかわからない場面に出くわすことが多い。 だからと言って、一度ばらして普通に処理すると遅くなってしまう。 ここでは SIMD 化するに当たって直面した問題を解決した方法や他のソースコードから学んだテクニック、検索して見つけたものなどをまとめて行こうと思う。 投稿者 Takenori : 20:48 | トラックバック 比較 SIMD の比較は、単にマスクを生成してくれるだけだ。 比較して分岐するなどは出来ない。 生成されたマスクを使って何とかするしかない。 これはいつも分岐で書いていると、どう書けばいいのかさっぱりわからない問題だ。 でも、これが使えると分岐を消して並列で処理できるようになる。 比較的わかりやすいで
サービストップ ログイン Scroll COMMENTコメントで知る 記事へみんなの感想が集まる これは名文。彼はとてもクレバーなんだろうなと凄く思う。英語少しでも読める人は原文もお勧め。自分はこの流れ好き。Let’s Fucking Go. Then Covid hit. Shit.─今のこの状況が信じられるかい? by ラーズ・ヌートバー 翻訳文体なせいかわからないけど、なぜかポールオースターの短編を読んだような気持ちになった─今のこの状況が信じられるかい? by ラーズ・ヌートバー 彼もまた「努力できる才能」があるんだなあ─今のこの状況が信じられるかい? by ラーズ・ヌートバー トークンについて解説していて素晴らしい。ほぼ公式のドキュメントにも書いてあることだけど、英語だと読んでない人多いよね。この手の記事に珍しく、非常に正しくてわかりやすい解説なので続編にも期待。─GPTの仕組み
Before I bought a decent DSLR camera and started putting it in manual mode, I never really noticed bokeh that much. I always just equated out-of-focus with blur, and that was that. But now that I’ve started noticing, I can’t stop seeing it everywhere. And now every time I see depth of field effects in a game that doesn’t have bokeh, it just looks wrong. A disc blur or even Gaussian blur is fine fo
Publications Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum This technical report is an addendum to the HPG2009 paper "Understanding the Efficiency of Ray Traversal on GPUs", and provides citable performance results for Kepler and Fermi architectures. We explain how to optimize the
This page gives a grid of intersection routines for various popular objects, pointing to resources in books and on the web. The most comprehensive books on the subject are Geometric Tools for Computer Graphics (GTCG) and Real-Time Collision Detection (RTCD); the former is all-encompassing, the latter more approachable and focused. A book focused in large part on object/object intersection tests is
This post is about how to write beautiful SIMD/SSE code that is easy to debug and maintain, yet allows to produce optimal code with zero overhead. It builds upon existing posts such as the Template based vector library and How to unroll a loop in C++. Here we present a pattern that is fully based on functors and similar to array processing in the Standard Template Library (STL). Given one or multi
It’s now been almost 5 years since we (farbrausch) released fr-041: debris, and almost 8 years since the somewhat ill-fated .kkrieger. We tried to package that technology up and sell it for a while, which I wasn’t particularly happy with when we decided to start doing it and extremely unhappy with by the time we stopped :). We decided to dissolve the company that owned the IP (.theprodukkt GmbH) a
Attention, please! Please take a moment to read the information below! The following websites were created and are being maintained by current or former employees of the Max Planck Institute for Informatics. These are not redactionally maintained publications with information from and about these persons and their work. In this sense, the Max Planck Institute for Informatics only provides the tech
1 GPU Programming Guide GeForce 8 and 9 Series December 19, 2008 GeForce 8 and 9 Series GPU Programming Guide 2 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, “MATERIALS”) ARE BEING PROVIDED “AS IS.” NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AN
Global Illumination Compendium 1 Global Illumination Compendium September 29, 2003 Philip Dutré phil@cs.kuleuven.ac.be Computer Graphics, Department of Computer Science Katholieke Universiteit Leuven http://www.cs.kuleuven.ac.be/~phil/GI/ This collection of formulas and equations is supposed to be useful for anyone who is active in the field of global illu- mination in computer graphics. I started
The SIGGRAPH Technical Papers program is the premier international forum for disseminating new scholarly work in computer graphics and interactive techniques. SIGGRAPH 2012 brings together more than 20,000 professionals from 5 continents, 5-9 August 2012 in Los Angeles, California, USA. Learn more at www.siggraph.org/s2012.
Abstract We propose a novel skin shader which translates the simulation of subsurface scattering from texture space to a screen-space diffusion approximation. It naturally scales well while maintaining a perceptually plausible result. This technique allows us to ensure real-time performance even when several characters may appear on screen at the same time. The visual realism of the resulting imag
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