Render
ComputeShader#
Creating a compute shader to process a million of particles.
ComputeShaderImage#
Creating a compute shader that processes a read-write texture on GPU (without CPU).
FfpDepth#
Demonstration of how to draw visualizer elements taking the depth buffer into account.
GBufferRead#
Demonstration of how to access G-buffer textures during the rendering process.
GBufferWrite#
Demonstration of how to modify G-buffer textures during the rendering process.
RenderTarget#
Rendering to a texture by using the RenderTarget class.
LiDAR#
LiDAR is a method used in robot vacuum cleaners, drones, self-driving cars, etc. for optical scanning of surroundings. This sample contains the LiDAR emulation that can be used for training autopilots and AI. A quick and accurate scaner is implemented using the depth buffer. You can configure your LiDAR (set the desired range, FOV, resolution, and other parameters) via API.
Offscreen#
Running in the background mode, the sample demonstrates graphics context creation, screenshots are periodically saved to the saved_image folder (DirectX only).
Screenshot#
Grabbing a final image from the rendering sequence.
StructuredBuffer#
Creating a simple DXT compression by using structured buffers.
Textures#
Creating a plugin for changing textures on meshes.