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Thursday, 14 January 2010

More news:Found a nice blog with DirectCompute stuff..

Posted on 11:19 by Unknown
1.vreveal hd in q1 2010
2.bullet has some of sony physics effects sdk
3.freepascal opencl support
4.erlang opencl support
5.http://cudpp.googlecode.com/svn/trunk/cudpp/doc/CUDPP_slides.pdf
(last update 10/12)
In progress: Parallel reduction, more sorts, graphs, trees
remeber hash also


6.http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-5/
now optimized..

7.regarding oit d3d11 demo
http://rapidshare.de/files/48979592/oit_dx11.zip.html
has an interesting blog:
http://joescg.blogspot.com/2010/01/compute-shader-application.html
in
http://joescg.blogspot.com

in russian
UAV vs RT
http://joescg.blogspot.com/2010/01/uav-vs-rt.html
OIT / A-buffer demo
http://joescg.blogspot.com/2010/01/oita-buffer-demo.html
Compute Shader Application
http://joescg.blogspot.com/2010/01/compute-shader-application.html
A-buffer
bullet has some of sony physics effects sdk
http://joescg.blogspot.com/2010/01/buffer.html
2010
http://joescg.blogspot.com/2009/12/oit11-dx-sdk-d3d11.html
Parallel Prefix Sum (Scan)
http://joescg.blogspot.com/2009/12/parallel-scan.html
Radeon HD 5770
http://joescg.blogspot.com/2009/12/bufferoit-through-sm-50.html
A-buffer/OIT through SM 5.0
Direct3D 11 and Text Drawing
http://joescg.blogspot.com/2009/12/direct3d-11.html
Direct3D 11 Inspection
http://joescg.blogspot.com/2009/12/direct3d-11-inspection.html
Inverse in PS
http://joescg.blogspot.com/2009/12/inverse-in-ps.html
Paper dragon
http://joescg.blogspot.com/2009/11/fermi.html
Ray-Tracing Super Sampling
http://joescg.blogspot.com/2009/11/ray-tracing-super-sampling.html
Column-major vs Row-major
http://joescg.blogspot.com/2009/10/column-major.html
more:
Ray-BV Intersection
http://joescg.blogspot.com/2009/10/ray-sphere-intersection.html
http://joescg.blogspot.com/2009/10/hd-2400-is-slow.html
Raycaster and MIP-filtering
http://joescg.blogspot.com/2009/10/raycaster-vs-rasterizer.html
http://joescg.blogspot.com/2009/10/how-to-pack-normal-into-just-2-bytes.html
http://aras-p.info/texts/CompactNormalStorage.html
http://joescg.blogspot.com/2009/12/radeon-hd-5770.html
http://joescg.blogspot.com/2009/10/woops-unit-triangle-intersection-test.html
http://joescg.blogspot.com/2009/10/gpu-ray-triangle-intersection.html
http://joescg.blogspot.com/2009/10/hybrid-approach-for-refractions.html
http://joescg.blogspot.com/2009/10/how-antialiasing-works-part-4.html
http://joescg.blogspot.com/2009/10/conservative-binary-search.html
http://joescg.blogspot.com/2009/10/fresnel-reflection.html
http://joescg.blogspot.com/2009/10/math-terms.html
http://aras-p.info/texts/CompactNormalStorage.html

http://joescg.blogspot.com/2010/01/buffer.html
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