The Direct3D 10 system
By D. Blythe. ACM Transactions on Graphics, 2006
338 citations recorded by the source corpus.
Subfields: Computer Networks and Communications, Hardware and Architecture
View Paper: https://www.semanticscholar.org/paper/d3de83b4fc0e9b410e8cae9d5873832cd9082a3d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Networks and Communications
- John R. Nickolls
- Bingsheng He
- Qiong Luo
- Mark J. Harris
- Tuyong Wang
- Daniel Reiter Horn
- Christopher E. Peters
- P. Hanrahan
In Hardware and Architecture
- Mark J. Harris
- John R. Nickolls
- P. Hanrahan
- David P. Luebke
- M. Houston
- John Douglas Owens
- Naga K. Govindaraju
- Tuyong Wang
Citations in the corpus
- GPU Computing (2008, background): “0 on both vertex and fragment shaders [2]:”
- Accelerator: using data parallelism to program GPUs for general-purpose uses (2006, background): “…(b) Run the vertex shader given the vertex buffer as input; (c) Run the rasterizer on the output of the vertex shader; (d) Run the pixel shader on the output of the rasterizer and any specified input textures; (e) Pass the output value to display memory or texture memory, as specified by the user.”
- A Survey of General‐Purpose Computation on Graphics Hardware (2007, background): “Blythe’s recent Siggraph paper [Bly06] summarizes the major hardware and software changes that will characterize these upcoming GPUs.”
- Interactive k-d tree GPU raytracing (2007, methodology): “Direct3D 10 capable GPUs will deliver one straightforward improvement: integer types and instructions [Blythe 2006].”
- Relational joins on graphics processors (2008, methodology): “We have implemented all of our GPU-based primitives and join algorithms using CUDA [27], NVIDIA’s GPGPU language, and DirectX 10 [6], a graphics API for programmable GPUs.”
- A survey of medical image registration on graphics hardware (2011, methodology): “The OpenGL shading language (GLSL) [13] is the high level shading language for OpenGL [14], HLSL is the equivalent for DirectX [15], whereas the output of a Cg [16] compiler can work with either OpenGL or DirectX.”
- NVIDIA Tesla: A Unified Graphics and Computing Architecture (2008, methodology): “It contained a fixedfunction 32-bit floating-point vertex transform and lighting processor and a fixedfunction integer pixel-fragment pipeline, which were programmed with OpenGL and the Microsoft DX7 API.”
- rCUDA: Reducing the number of GPU-based accelerators in high performance clusters (2010, background): “Therefore, as there is no low-level standard interface to drive GPUs, the virtualization boundary has to be placed at the high-level standard APIs, thus leading to different strategies for virtualizing GPUs depending on the target usage.”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, methodology): “Alternatively, six cameras can be used to produce a dynamic environment map (Blythe 2006).”
- Mars: A MapReduce Framework on graphics processors (2008, methodology): “Previously, GPGPU developers used graphics APIs such as OpenGL [25] and DirectX [4] to map applications to the graphics rendering mechanism.”
- Larrabee: a many-core x86 architecture for visual computing (2008, background): “Recent years have seen the evolution of commodity graphics hardware from fixed function units toward an increasingly programmable graphics pipeline, offering greater flexibility and performance to graphics programmers [Blythe 2006].”