This sample demonstrates how to combine ray traced shadows and rasterized shadow maps together to achieve higher quality and performance.
This sample demonstrates how to use most of Cauldron’s features. It is also a useful reference for getting started with developing your own samples and prototypes.
This sample demonstrates how to enable Freesync Premium Pro (HDR) with the DirectX® 12 and Vulkan® APIs.
This sample code correctly detects the physical and logical cores of today’s modern processors, along with the processor vendor and family.
The Barycentrics samples show how to enable intrinsic instructions in your DirectX®11 or DirectX®12 HLSL code.
This sample shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront.
The Vulkan™ out-of-order rasterization sample shows how to use the out-of-order rasterization extension.
HelloVulkan is a small, introductory Vulkan® “Hello Triangle” sample which shows how to set up a window, set up a Vulkan context, and render a triangle.
This sample demonstrates how to use the explicit Crossfire™ application programming interface (API).
This sample presents the GL_AMD_sparse_texture extension introduced by AMD FirePro W and AMD Radeon HD 7000 series.
This sample shows how to enable Framelock in an application using the WGL_NV_swap_group extension.
This is a slightly modified version of the Microsoft D3D12nBodyGravity sample, This sample demonstrates the use of asynchronous compute shaders (multi-engine) to simulate an n-body gravity system.
HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued and constant buffers.
This sample demonstrates some of the ways in which to reduce scene aliasing without using a post process technique.
This SDK sample implements PN Triangles and Phong tessellation. It also shows how to optimize performance by using adaptive tessellation techniques.
This sample presents a technique for achieving highly optimized, user-defined separable filters.
This sample demonstrates a post-process pixel shader technique that applies fullscreen anti-aliasing to an image.
This sample demonstrates how to implement a simple GPU-based particle system.
This sample provides an example implementation of the Forward+ algorithm, which extends traditional forward rendering to support high numbers of dynamic lights while maintaining performance.
The DepthBoundsTest11 sample shows how to use the Depth Bounds driver extension.
This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred.
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