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

Requirements

29 of 30 booked

Possible Tickets:

Regular Day Pass Tuesday --> Regular Tuesday Pass
Regular Week Pass
Regular Tuesday Pass
Company Week Pass
Company Tuesday Pass
Event Type: 
Workshop
Level: 
Hardcore
Seats: 
30
Time Slots: 
Tuesday Morning
Location: 
Naxoshalle, Pinky