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A very strong point of DirectX 11 is its robust data transfer system, the Application Program Interface (API). With this API, CAD software can very easily communicate between the CAD application and various hardware including the GPU and the display. This API has greatly opened up possibilities in the area of hardware/software integration. Several CAD applications are already using the DirectX11 API in this way, in fact, several of the major CAD applications are already Direct3D 11 compatible such as Autodesk Maya and 3ds Max as well as Solid Works, 3ds Max, Inventor and Softimage. 
At the same time, there are also many other interfaces available in DirectX11. These include the Microsoft Application Programming Interface (API), such as Direct3D 11, DirectDraw 11, DirectInput 11, DirectSound 11, DirectShow 11, DirectPlay 11, DirectPlayClient 11 and DirectX Media Foundation (XMF) 11 as well as DirectX Embedded. And while none of these are specifically CAD related, DirectX 11 has opened the door to many possibilities in this area.
One area that has become a very strong application of DirectX 11 is the area of image processing. Beginning with the introduction of graphics driver hardware in 1996, video capturing hardware has become a strong part of many 3D graphics technologies. Up until now, video capturing hardware had been a predominantly hardware-based solution. Free DirectX Download 11 takes advantage of this hardware by allowing software to control this functionality from the video capture hardware driver.
According to the Direct3D 11 specifications, if the Microsoft DirectX SDK for Windows 7 is installed then the Windows 7 operating system is assumed to support Direct3D 11. In contrast, if the Microsoft DirectX SDK for Windows XP SP3 is installed then Windows 7 must also have a SP3 install in order to support Direct3D 11. In order to verify which operating system is present and to keep the 3D video recorder running under different operating systems.
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The better part of Microsoft has been hiding DirectX 10 and 11. They’ve released these features in the form of DirectShow filters. These filters have been recompiled and released for use by other developers. Unfortunately, their release has created a problem for users who have these files on their computers. The system, in effect, has to fall back to DirectX 9 for compatibility. Even if you are able to update the filters, you may not be able to use them. In order to resolve this issue you need to ensure that the critical components for DirectShow are in place. This procedure should be done even if your system doesn’t use the filters. The following are some steps that can be used to resolve this issue:
Open the package after the download is complete. You should see the file DirectX.msi in the directory that was just downloaded. Double-click on this file to open it up. If you have a problem opening the package, you may be asked to choose an administrator account to do so.
Once the Windows Installer opens you will be asked to select the language and settings that you want for the installer. Language selection is important. You will need to select a language that includes English as one of the options. This prevents Windows from using your system settings, which means that you may not be able to fully customize your system. When you select the installation language and settings, you will be asked whether you want to proceed with the installation. If you select the option to proceed, the DirectX package will be installed in your computer.
After the DirectX 11 installation has completed, you will need to reboot your computer. After the reboot, you may need to run Windows Update again to ensure that it has updated your system with DirectX 11.
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The source code of Conqueror’s Blade5 is freely available. Please feel free to copy the code to your own site. ” href=”https://tuo360.github.io/static/Interaction%20with%20GPU/Who%20Uses%20DirectX%2011%20-%20Why%20Is%20It%20Important.pdf” target=”_blank”>https://tuo360.github.io/static/Interaction%20with%20GPU/Who%20Uses%20DirectX%2011%20-%20Why%20Is%20It%20Important.pdf
The basic premise is that we use the OpenCL device to set properties of a rendering pipeline, such as the number of pipelines, the depth of the pipeline, the number of samples per pixel, and the number of times per frame that the number of samples per pixel are updated. Since DirectX does not specify the number of pipelines and the number of samples per pixel in the descriptor, we use the pre-defined properties in the pipeline state to control these settings.
The Surface Pool Layout (SPL) extension in DirectX 11 is capable of allocating surfaces of different sizes dynamically, regardless of their GPU. This extension provides a runtime API, in addition to a set of sampling techniques, to the application developer, enabling the creation of high-quality scene graphs containing multiple surfaces, from arbitrary sizes, which improves the rendering efficiency of application developers.
Here we use the DirectX 11 Multithreaded Rendering extension to demonstrate how to create and render a complex scene that is made up of four graphs, and to highlight the complex rendering processes caused by the GPU threading model. The CPU performs all of the work to calculate the vertices and the depth of the graph, while the GPU builds and executes the vertex or pixel shader as many times as the CPU allows. When the application relies on the GPU, it starts using a dedicated thread for the graphics pipeline, while a graphics or CPU thread keeps operating the application. Even the CPU thread used for the graphics pipeline is treated as a CPU thread from the OS perspective.
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DirectX 11 System Requirements
- Pentium D or later processor
- Pentium 4 or later processor or Core i3 or later processor with integrated graphics
- Advanced Micro Devices, Inc. (AMD) “AMD” or “AMD64” processor
- Intel Corp. (Intel) “Intel” or “Intel64” processor
- 32-bit or 64-bit Microsoft Windows Vista, Windows XP
- Supported video adapter cards based on DirectX version 9.0c
DirectX 11 Features
- Vertex shaders : Transform vertices into world coordinates. The vertex shader takes input from the vertex shader’s vertex stream inputs and outputs the transformed vertices to a vertex shader output stream. These parameters (which are constants) are then used by the tessellation control shader.
- Tessellation control shaders: process the tessellation control shader’s stream inputs and outputs.
- Tessellation evaluation shaders: process the tessellation evaluation shader’s stream inputs and outputs.
- Hull shaders: process the hull shader’s stream inputs and outputs.
- Tessellation geometry shader: process the tessellation geometry shader’s stream inputs and outputs.
- Geometry shader : process the geometry shader’s stream inputs and outputs.
- Pixel shader: process the pixel shader’s stream inputs and outputs.
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