Questions tagged [compute-shader]
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63
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Solving a recursive problem in the geometry (or any other) shader
I would like to calculate an effect of an external force on a binary tree (wind on a tree).
It's a recursive function - take a (parent) node and calculate the angle to rotate all of the nodes "...
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Using a Compute Shader in Unity to convert a texture to a float array
I have a fairly simple requirement for a compute shader (DirectCompute through Unity). I have a 128x128 texture and I'd like to turn the red channel of that texture into a 1d array of floats. I need ...
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Vulkan Storage Buffers, loss of data
I have been passing glm::vec3's in an array to a storage buffer to be processed by a compute shader, but once it has been modified I am getting some malformed data back.
Shader
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Pseudo random number generation in compute shader
Using a C# script in Unity3D to control a HLSL compute shader, I'm trying to generate pseudo random numbers on the gpu. Following along with
GPU Gems 3 Hybrid Tausworthe method
and another thread ...
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1
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135
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Get VertexSize of Instance in VertexShader
I'm using Unitys DrawProceduralIndirect function to directly render the content of a ComputeShader.
I setup the argumentBuffer for this function as follows:
<...
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Passing an UAV to a Pixel Shader in DirectX11
I have a compute shader which task is to take an input image and then blur it using a Gaussian filter approach. The input and output for the compute shader looks like this:
...
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1
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201
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Why does my triangle ray intersection test always return -1.0f?
I'm trying to get the mouse click position on a terrain geometry, but multiple times in each frame; doing it on the CPU was way too slow, so I'm trying to do it with a compute shader. I can't seem to ...
1
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1
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720
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Batch/Combine multiple Graphics.DrawProcedural-Calls in Unity
I have multiple calls to Graphics.DrawProcedural in my Unity-project.
E.g. I'm drawing 1000 procedural geometries that share the same material and get their ...
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1
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210
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In theory, would an erosion algorithm compute faster on a GPU than CPU?
I'm planning to port an erosion algorithm from CPU to GPU, in theory, will it be faster or would it be better to multi-thread it on the CPU? The algorithm has quite a lot of if statements and loops ...
2
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1
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359
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How to sort tiled decal list?
I have a tiled forward render pipeline (also called forward+). It assigns a list of lights for every 16*16 block of pixels (tiles) on the screen. Lights are accumulated additively so their order doesn'...
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380
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DirectX shader - how to spread raytracer computation over multiple frames?
I'm playing around making a shadertoy style SDF raytracer in HLSL and to make it run faster on high resolutions (1080p and up) I'd like to spread the computation over multiple frames.
Right now I ...
2
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RWTexture3D in Compute Shader on Intel HD 4000
I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU.
The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
15
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1
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Flowing GPU compute water
I have a civil engineering background and perform hydraulic and hydrologic analysis' regularly. They sell degrees for that sort of thing, but it's really not rocket science. I recently got it in my ...