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OpenGL / 3D computer graphics / Shading / Virtual reality / Graphics hardware / Microsoft Direct3D / Shader / High Level Shader Language / ARB / Computer graphics / Computing / Software


The Direct3D® 10 System David Blythe Microsoft® Corporation
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Document Date: 2011-11-28 12:19:39


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City

New York / /

Company

GPU / ACM Press / MICROSOFT CORP. / Microsoft Press / NVIDIA / Vertex / McCormick / Intel / /

Event

Reorganization / /

Facility

Programmable Graphics Pipeline / Pipeline The Direct3D / /

IndustryTerm

software system / high processing / separate software library / state-sorting solution / multimedia processing / multipass algorithms / fragment processors / programmable graphics hardware / substantial floating-point processing / early programmable processors / soft shadow volume algorithms / driver infrastructure / device independent resource management / interactive entertainment applications / reference software implementation / similar systems / software stack / scene management systems / target hardware / software prototypes / graphics hardware / subsequent processing step / early depth processing / devicedependent driver software / standalone applications / computing / dynamic range imaging applications / graphics systems / /

Organization

DirectX Graphics Advisory Board / /

Person

Shanon Drone / John Ketchpaw / Brian Klamik / Sam Glassenberg / Dan Baker / Peter-Pike Sloan / Mike Toelle / Tom Frisinger / Bob Drebin / Jeff Noyle / Craig Peeper / Chas Boyd / Henry Moreton / Amar Patel / /

Position

driver / translator / additional evaluation qualifier / RT / assembly-level shader programmer / author / simulated driver / Content Application Core API/ runtime Driver / programmer / /

Product

Direct3D 10 system / Direct3D 10 / /

ProvinceOrState

Illinois / New York / Iowa / /

PublishedMedium

Game Developer Magazine / ACM Transactions on Graphics / Computer Graphics / /

Technology

alpha / register-based Von Neumann-style processor / early programmable processors / virtual machine / vertex processor / fragment processors / API / random access / soft shadow volume algorithms / pdf / flow control / multipass algorithms / http / caching / animation / CAD / /

URL

http /

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