This tutorial is divided in 3 parts. The first part is an overview of highlights of DirectX 11, a brief description of applications and scenarios. The second part contains a solid insight into Shader Model 5.0 and the new graphics pipeline. The last part gives some implementation walkthroughs and some code samples.
In this paper we present a detailed study and some improvements of the technique "Direct Visibility of Point Sets", which proposes an operator that can distinguish visible points from occluded points in a point cloud.
This article does an analysis of the Tessellator performance to evaluate the gain of performance due to the economy of bandwidth in creating vertices at the video card in comparison with the traditional way of using the BUS to transmit the vertices to the GPU.
Three Computer Engineering students - interested in research, computer graphics and games - idealized the xtunt like a place to publish your studies, results and creations. Thus, they can colaborate with the academic community and with any one else that shares these same passions. In the future, we also intend to offer solutions for your business and game industry. For example: Serious and Casual games.