DirectCompute: A Multipurpose Shader

DirectCompute: A Multipurpose Shader

Outside of the rendering pipeline, DirectX11 provides us a separate shader stage: Compute.

Beyond the obvious particle simulations, and the "Buffer as Spread" paradigm, compute has much more to offer, but then everything becomes "slightly" more complicated.

This workshop will explain intermediate/advanced use cases for compute shaders.

In the first part of the workshop, we will learn by example generic features, such as Multiple Buffer/Scattered writes, Append/Counter UAV, Indirect Buffers, Interlocked operations and Thread Synchronization.

In the second part, we'll use those features for more real world/practical use cases, such as Image/Geometry processing, Parallel reduction, Stream compaction, Spatial optimizations, Data driven simulations.

Presumed knowledge


29 of 30 booked

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Tuesday Morning
Naxoshalle, Pinky