HLSL シェーダー モデル 6.6 のご紹介: シェーダー開発において、既存のレンダリング手法の強化・拡張を可能にし、また、まったく新しい手法の開発を実現するより高い柔軟性をご提供します!D English: • HLSL Shader Model 6.6 | Greg Roth | Game S... Read more: https://devblogs.microsoft.com/direct...
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DirectX: Ask the Experts | Game Stack Live 2021
HLSL シェーダー モデル 6.6 | Shintaro Takeyama | Game Stack Live '21
What's New with High Dynamic Range in DirectX Games | Simon Tao | Game Stack Live '21
RTXDI: Details on Achieving Real Time Performance (Presented by Nvidia)
Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)
HLSL Shader Model 6.6 | Greg Roth | Game Stack Live '21
Accelerating DirectX Innovation | Jacques van Rhyn | Game Stack Live '21
How the Pros Use PIX to Make Their Games Better | Morgan Grobin & Steven Pratschner | GSL '21
Graphics Keynote: Delivering the New Generation of Gaming Graphics | Jianye Lu | Game Stack Live '21
Introduction to Real Time Ray Tracing with Minecraft (Presented by Nvidia)
DirectStorage for Windows | Andrew Yeung | Game Stack Live '21
Tier 2 Variable Rate Shading in Gears | Chris Wallis | Game Stack Live '21
HLSL Compiler | Michael Dougherty | DirectX Developer Day
PIX on Windows | Austin Kinross | DirectX Developer Day
DirectX 12 Sampler Feedback | Claire Andrews | DirectX Developer Day
Advanced Mesh Shaders | Martin Fuller | DirectX Developer Day
Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12 | Shawn Hargreaves | DirectX Dev Day
DXR 1.1 Inline Raytracing | Dave Oldcorn | DirectX Developer Day
DXR Tier 1.1: Adding Functionality and Efficiency | Jianye Lu | DirectX Developer Day
DirectX 12 Ultimate for Game Developers | Jianye Lu | DirectX Developer Day
The New Features and Unprecedented Opportunities of DirectX 12 | Jianye Lu | DirectX Developer Day