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Particle200Demos
- Particle System API 2.0, 一个开源的粒子系统演示, 支持CPU模拟状态相关和状态无关的粒子系统,06年最新的版本2.0加入了GPU优化.-Particle System API 2.0, a particle system revenue demonstration CPU simulation support state and state-related unrelated to the particle system, 06 The latest version 2
Strips
- because of the bus width limitation from CPU to GPU, if we want to decrease the transfer time, we d better use triangle strips instead of triangle lists
GPUTerrain
- 通过重复使用一小块顶点缓冲来减少对内存的需求,将CPU从逐帧的顶点缓冲更新中释放出来
CUDA stereo match 源码
- 利用CUDA基于GPU编程,立体匹配的源程序。比单独给予CPU提高20倍速度
CPURayCasting
- 在CPU做的Ray-Casting代码,仿写CUDA的VolumeRender. -In the CPU to do Ray-Casting code, Imitative CUDA' s VolumeRender.
ShaderX_CharacterAnimation
- 角色动画在d3d的顶点向量的实现方法,下面的英文描述是文章内的,就不做中文描述了。-With the introduction of vertex shaders to modern graphics hardware, we are able to move a large portion of the character animation processing from the CPU to the graphics hardware. Two common character anima
raytracer-sample
- 基于KDTree的CPU光线跟踪例程,可以直接编译运行-KDTree of CPU-based ray-tracing routines can be directly compiled to run
lightrender
- GxRay 是一个高品质的光线追踪渲染器,支持多种高级渲染技术。GxRay可以对各种基本几何体(球体、长方体、圆柱体、凸面体、平面等)以及复杂的三角形网格进行光线追踪。使用KD树加速追踪过程,优化渲染速度。支持多线程渲染,充分利用多核CPU的计算能力。-Physically Based Rendering : From Theory to Implementation
OnloadedShadows_source
- Shadow Map以非同步的方式於CPU端來計算,可以平衡CPU與GPU的工作負載。-Onloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the camera are calculated every frame on the GPU, but the
TaskingGameEngineAnimation_Source
- 利用Tasking方法使3D運算效能可以隨著CPU core的增加而隨之提高,以單線程之animation system轉換成多線程為範例。-Tasking allows programs to benefit from scaling as core counts are increased giving our users a great game experience consistent with their choice of hardware. In this sample we
207664_207664
- 利用Miguel Gomez所提的互動式水波模擬演算法,以雙CPU的多線程架構來加速海洋水波的模擬計算。-Real-Time Deep Ocean Simulation on Multi-Threaded Architectures.
Particle-System
- D3D下实现的粒子系统,动态的缓存管理,CPU,GPU协调工作,提高了效率,有详细的注释-D3D achieve particle systems, dynamic cache management, CPU, GPU coordination, improve efficiency, detailed notes
Stereogram_src
- 演示分别用CPU和GPU采用OpenGL渲染的例子。-A sample of demostrating OpenGL Shader developped by CPU and GPU respectively.
FluidTerrainErosion
- A realtime terrain erosion & fluid simulation running on the CPU. The simulation is implemented in C++ on the CPU and parallelized using OpenMP. Rendering is done using OpenGL. We use the eulerian or grid-based approach to fluid simulation to impleme
PhillipsOcean
- Unity C# implementation of phillips spectrum ocean waves on the cpu
intel_mutilcore_smoke-source-r1.2
- intel 基于多核优化游戏引擎示例代码。根据cpu核心数创建多个线程,并行处理AI 物理、特效 渲染等,提高帧率和流畅度。由于pudn文件大小限制,删除了资源文件,只留下源代码。-intel multicore optimized game engine example is based on code. Creating multiple threads based on the number of cpu core, parallel processing AI physics, effe