This is the first lesson in a series of lessons to teach you how to create a DirectX 12 application from scratch. In this lesson, you will learn how to query for DirectX 12 capable display adapters that are available, create a DirectX 12 device, create a swap-chain, and you will also learn how to present the swap chain back buffer to the screen. In this lesson, you will also create a command queue and a command list and learn how to synchronize the CPU and GPU operations in order to correctly implement N-buffered rendering.
Visual Studio 2017 introduces the ability to open CMake projects directly in the Visual Studio development environment without the need to generate any project files first. In this tutorial, you will create a simple project that uses CMake to define the project configuration. You will also create several build configurations for the application. You will also create launch configurations to determine how the application is executed for debugging the application.
In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler GPU (Graphics Processing Unit) and I will show you how you can take advantage of the many CUDA (Compute Unified Device Architecture) cores in the GPU to create massively parallel programs.
In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. If you are unfamiliar with using Cg in your own applications, then please refer to my previous article titled Introduction to Shader Programming with Cg 3.1.
This article is an updated version of the previous article titled Transformation and Lighting in Cg. In this article, I will not use any deprecated features of OpenGL. I will only use the core OpenGL 3.1 API.
In this article I will introduce the reader to shader programming using the Cg shader programming language. I will use OpenGL graphics API to communicate with the Cg shaders. This article does not explain how use OpenGL. If you require an introduction to OpenGL, you can follow my previous article titled Introduction to OpenGL.
In this article, I will examine multiple methods for rendering primitives in OpenGL. The first method I will look at is using immediate-mode rendering to render simple primitives in 3D. Another method of rending primitives in OpenGL uses vertex arrays. And finally I will also examine the use of display lists to generate a set of render calls that can be executed at another point in time. The reader is expected to have a basic understanding of programming techniques in C++. If you want to know how you can get started with OpenGL, you can refer to my previous article titled [Introduction to OpenGL].
In this article I will provide a brief introduction to OpenCL. OpenCL is a open standard for general purpose parallel programming across CPUs, GPUs, and other programmable parallel devices. I assume that the reader is familiar with the C/C++ programming languages. I will use Microsoft Visual Studio 2008 to show how you can setup a project that is compiled with the OpenCL API.
In this article I will discuss how you can use OpenGL textures and buffers in a CUDA kernel. I will demonstrate a simple post-process effect that can be applied to off-screen textures and then rendered to the screen using a full-screen quad. I will assume the reader has some basic knowledge of C/C++ programming, OpenGL, and CUDA. If you lack OpenGL knowledge, you can refer to my previous article titled Introduction to OpenGL or if you have never done anything with CUDA, you can follow my previous article titled Introduction to CUDA.
In this article, I will give a brief introduction to using NVIDIA’s CUDA programming API to perform General Purpose Graphics Processing Unit Programming (or just GPGPU Programming). I will also show how to setup a project in Visual Studio that uses the CUDA runtime API to create a simple CUDA program. Continue reading →