OpenGL: DirectX透视

K. Hillesland
{"title":"OpenGL: DirectX透视","authors":"K. Hillesland","doi":"10.1145/2407783.2407790","DOIUrl":null,"url":null,"abstract":"OpenGL 4.2 and DirectX 11.1 are roughly at parity in terms of feature level support. However, game developers and many researchers are far more familiar with what's available in DirectX, and still think of OpenGL in terms of version 1 or 2, or OpenGL ES. However, they have the background, often including DirectX 11, to quickly learn what OpenGL has to offer in terms of a new API perspective. This course is designed to exploit this knowledge to quickly move into topics such as new hardware features exposed by OpenGL, and how OpenGL can be used in a high-performance renderer. We will show how difficiencies in older versions of OpenGL have been addressed, such as lack of shader binary support and efficient buffer management, and address topics high performance topics such as multithreading. We will look in some detail at the differences in OpenGL and DirectX that expose opportunities not available in DirectX.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"OpenGL: the DirectX perspective\",\"authors\":\"K. Hillesland\",\"doi\":\"10.1145/2407783.2407790\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"OpenGL 4.2 and DirectX 11.1 are roughly at parity in terms of feature level support. However, game developers and many researchers are far more familiar with what's available in DirectX, and still think of OpenGL in terms of version 1 or 2, or OpenGL ES. However, they have the background, often including DirectX 11, to quickly learn what OpenGL has to offer in terms of a new API perspective. This course is designed to exploit this knowledge to quickly move into topics such as new hardware features exposed by OpenGL, and how OpenGL can be used in a high-performance renderer. We will show how difficiencies in older versions of OpenGL have been addressed, such as lack of shader binary support and efficient buffer management, and address topics high performance topics such as multithreading. We will look in some detail at the differences in OpenGL and DirectX that expose opportunities not available in DirectX.\",\"PeriodicalId\":262594,\"journal\":{\"name\":\"SIGGRAPH Asia 2012 Courses\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-11-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH Asia 2012 Courses\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2407783.2407790\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2012 Courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2407783.2407790","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

OpenGL 4.2和DirectX 11.1在特性级支持方面大致相同。然而,游戏开发者和许多研究人员更熟悉DirectX中可用的内容,并且仍然根据OpenGL版本1或2或OpenGL ES来考虑OpenGL。然而,他们有背景,通常包括DirectX 11,以快速了解OpenGL必须提供一个新的API角度。本课程旨在利用这些知识快速进入主题,如OpenGL暴露的新硬件功能,以及如何在高性能渲染器中使用OpenGL。我们将展示如何解决旧版本OpenGL中的缺陷,例如缺乏着色器二进制支持和高效缓冲区管理,并解决诸如多线程等高性能主题。我们将详细介绍OpenGL和DirectX的差异,这些差异暴露了DirectX中不可用的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
OpenGL: the DirectX perspective
OpenGL 4.2 and DirectX 11.1 are roughly at parity in terms of feature level support. However, game developers and many researchers are far more familiar with what's available in DirectX, and still think of OpenGL in terms of version 1 or 2, or OpenGL ES. However, they have the background, often including DirectX 11, to quickly learn what OpenGL has to offer in terms of a new API perspective. This course is designed to exploit this knowledge to quickly move into topics such as new hardware features exposed by OpenGL, and how OpenGL can be used in a high-performance renderer. We will show how difficiencies in older versions of OpenGL have been addressed, such as lack of shader binary support and efficient buffer management, and address topics high performance topics such as multithreading. We will look in some detail at the differences in OpenGL and DirectX that expose opportunities not available in DirectX.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信