
In each release of our SDK you will find numerous code samples, complete with carefully commented source code, whitepapers, and videos to help you take advantage of the latest technology from NVIDIA.
This code is released free of charge for use in derivative works, whether academic, commercial, or personal (Full License).
The DirectX SDK (June 2010) is required to compile some code samples. Please obtain the DirectX SDK from Microsoft.
3D Vision SampleStereoIssues demonstrates the two most common issues seen when using 3D Vision Automatic, and how to fix them using multiple techniques. |
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Image-Based Anti-AliasingFXAA sample provides an optimized high quality technique for applying anti-aliasing as a post process in a pixel shader. |
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TerrainTessellationThis sample shows how DirectX 11 hardware tessellation can be used to implement a highly-efficient terrain engine that supports high geometric detail. |
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Stochastic TransparencyThis SDK sample implements the full Stochastic Transparency algorithm from [Enderton et al. 2010] with 8xMSAA, as well as Dual Depth Peeling [Bavoil and Myers 2008] for comparing quality and performance. |
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Horizon-Based Ambient Occlusion using Compute ShadersThis DirectX 11 SDK sample renders Screen-Space Ambient Occlusion (SSAO) using Horizon-Based Ambient Occlusion (HBAO). The AO and blur passes are implemented in compute shaders taking advantage of group-shared memory. |
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Tessellation Pattern ViewerThis sample shows how quad- and triangle-shaped patches are converted into triangles for arbitrary tessellation factors. |
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PN-PatchesThis sample shows how to render displaced geometry with PN-Patches (PN-Triangles and PN-Quads) tessellation. |
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Opacity MappingThis sample application demonstrates efficient rendering of dense self-shadowed particle plumes illuminated by multiple light sources, using DirectX 11 tessellation and mixed resolution rendering. |
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FFT OceanThe sample uses compute shader to implement Jerry Tessendorf's statistic model of ocean surface, which requires to perform a large set of FFT at the runtime. In addition, perlin noise is used for eliminating the tiling artifact at distance. |
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N-Body InteractionThis sample demonstrates efficient all-pairs simulation of a gravitational n-body simulation in DirectX 11, using DirectCompute |
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Multi-View Soft ShadowsMulti-View Soft Shadows (MVSS) is a contact-hardening soft shadow rendering technique based on averaging hard shadows from multiple point lights. The Knight model used in this project has kindly been provided by animedia PM at Turbo Squid and can be found here. |
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HairUsing new DirectX 11 features like tessellation and compute shaders, this sample simulates and renders physically realistic hair in real-time. |
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Gregory ACCThis sample shows how to render displaced approximating Catmull-Clark subdivision surfaces using gregory patches |
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Diffuse Global IlluminationThis code sample shows a method of rendering dynamic scenes with diffuse intereflections in real time. The code is an implementation of the method introduced by Kaplanyan. For more information please refer to: Cascaded light propagation volumes for real-time indirect illumination [Kaplanyan and Dachsbacher 2010] |
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Constant Time Gaussian BlurThis sample implements the Gaussian blur using repeated box filter, which has the main advantage of the execution time being invariant for any filter width. Compute shaders and group shared memory are used to perform per row and per column scan operations in this method. |
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IslandThis sample uses DirectX 11's tessellation stage to render detailed geometry for both terrain and water. |
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Is there a DX11 equivalent of this sample?
Thanks,
Colin Neilens
FFT Ocean: Clearly the skybox is not the primary feature of the FFT Ocean sample, but here's a bug report anyway.
Start app and hold W. You will see that the skybox is slowly zooming in. It is a very subtle effect in this sample, because of the slow camera speed. With a much faster camera speed the zooming will be stronger and eventually cause the skybox to distort badly.
The problem is in main.cpp, where the combined view-projection matrix is passed on to the skybox renderer. The view matrix that is used here contains the camera position, and that is causing the effect. Setting the translational components of the view matrix to 0 solves the problem for me.