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Render

ComputeShader#

Creating a compute shader to process a million of particles.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\ComputeShader

ComputeShaderImage#

Creating a compute shader that processes a read-write texture on GPU (without CPU).
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\ComputeShaderImage

FfpDepth#

Demonstration of how to draw visualizer elements taking the depth buffer into account.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\FfpDepth

GBufferRead#

Demonstration of how to access GBuffer textures during the rendering process.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\GBufferRead

GBufferWrite#

Demonstration of how to modify GBuffer textures during the rendering process.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\GBufferWrite

RenderTarget#

Rendering to a texture by using the RenderTarget class.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\RenderTarget

LiDAR#

Warning
The functionality described in this chapter is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.


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.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\LiDAR

Offscreen#

Warning
The functionality described in this chapter is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Running in the background mode, the sample demonstrates graphics context creation, screenshots are periodically saved to the saved_image folder (DirectX only).
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\Offscreen

Screenshot#

Grabbing a final image from the rendering sequence.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\Screenshot

StructuredBuffer#

Creating a simple DXT compression by using structured buffers.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\StructuredBuffer

Textures#

Creating a plugin for changing textures on meshes.
SDK Location: C++ API > RENDER
SDK Path: <SDK_INSTALLATION>source\samples\Api\Render\Textures
Last update: 2024-02-27
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