This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

NVIDIA

警告
本文介绍的功能在 Community SDK 版本中不可用。
您应该升级到 Engineering / Sim SDK版本才能使用它。

The set of samples demonstrates how to interact with an external graphics API via Unigine API (ResourceExternalMemory and ResourceFence). Although the samples show interaction with CUDA, you may use them as the basis for integrating the Engine GAPI (Vulkan, DX11, DX12) with other GAPI (OpenGL, DX, CUDA, etc.) that can accept the handle and import a synchronization primitive (such as external semaphore in CUDA).这组示例演示了如何通过 Unigine API(ResourceExternalMemoryResourceFence)与外部图形 API 交互。虽然示例展示了与 CUDA 的交互,但您可以将其用作集成 Engine GAPI(Vulkan、DX11、DX12)与其他可以接受句柄并导入同步原语(例如 CUDA 中的外部信号量)的 GAPI(OpenGL、DX、CUDA 等)的基础。

This approach may help in configuring interaction of various API using different GAPI, such as interaction of MediaFoundation using DX11 with the Engine using DX12 or Vulkan.这种方法可能有助于使用不同的 GAPI 配置各种 API 的交互,例如使用 DX11 的 MediaFoundation 与使用 DX12 或 Vulkan 的 Engine 的交互。

The samples also illustrate how to take the data directly from the video memory without CPU roundtrip and processing it using non-engine graphics API.这些示例还说明了如何直接从视频内存中获取数据(无需 CPU 往返)并使用非引擎图形 API 对其进行处理

CUDAMeshDynamic
CUDAMeshDynamic#

警告
本章介绍的功能在 Community SDK 版本中不可用。
您应该升级到 Engineering / Sim SDK版本才能使用它。


Vertices of a shared dynamic mesh are processed on GPU using CUDA.

To build the sample, use CUDA Toolkit v12.3.

On Linux: after installing the CUDA Toolkit, make sure that the PATH environment variable includes /usr/local/cuda-12.2/bin.


SDK Path: <SDK_INSTALLATION>source\samples\3rdparty\CUDAMeshDynamic

CUDAStructuredBufferWrite
CUDAStructuredBufferWrite#

警告
本章介绍的功能在 Community SDK 版本中不可用。
您应该升级到 Engineering / Sim SDK版本才能使用它。


Particles in a shared structured buffer are updated on GPU using CUDA, and rasterized manually using Unigine Material with Compute Shader.

To build the sample, use CUDA Toolkit v12.3.

On Linux: after installing the CUDA Toolkit, make sure that the PATH environment variable includes /usr/local/cuda-12.2/bin.


SDK Path: <SDK_INSTALLATION>source\samples\3rdparty\StructuredBufferWrite

CUDATextureTransfer
CUDATextureTransfer#

警告
本章介绍的功能在 Community SDK 版本中不可用。
您应该升级到 Engineering / Sim SDK版本才能使用它。


A shared texture is processed with CUDA and copied from video memory to RAM into Unigine Image.

To build the sample, use CUDA Toolkit v12.3.

On Linux: after installing the CUDA Toolkit, make sure that the PATH environment variable includes /usr/local/cuda-12.2/bin.


SDK Path: <SDK_INSTALLATION>source\samples\3rdparty\CUDATextureTransfer

CUDATextureWrite
CUDATextureWrite#

警告
本章介绍的功能在 Community SDK 版本中不可用。
您应该升级到 Engineering / Sim SDK版本才能使用它。


A shared texture is processed with CUDA and displayed on the Unigine Object as a texture on a cube.

To build the sample, use CUDA Toolkit v12.3.

On Linux: after installing the CUDA Toolkit, make sure that the PATH environment variable includes /usr/local/cuda-12.2/bin.


SDK Path: <SDK_INSTALLATION>source\samples\3rdparty\CUDATextureWrite
最新更新: 2024-08-16
Build: ()