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by CodeProject
Version 2.6.2. Our fast, free, self-hosted Artificial Intelligence Server for any platform, any language
by Maxim Kartavenkov
Article describes how to make H.264 Video Encoder DirectShow Filter using NVIDIA encoder API in C#
by Nick Kopp
This article builds upon the earlier High Performance Queries: GPU vs. PLINQ vs. LINQ and ports this to also support OpenCL devices and adds benchmarking so you can easily compare performance.
by Petrov Vladimir
Former NeHe OpenGL Lessons adapted to MSVS-15 pro MFC in INICODE and the samples of the Joystick implementation

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by CodeProject
Version 2.6.2. Our fast, free, self-hosted Artificial Intelligence Server for any platform, any language
by aroman
A ray tracing project
by EgorYusov
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
by Evgeny Pereguda
Clone of PCSX/PCSX2/PPSSPP emulator for Windows 10 on WPF/C# with "touch" control

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Nvidia 

29 Feb 2024 by CodeProject
Version 2.6.2. Our fast, free, self-hosted Artificial Intelligence Server for any platform, any language
16 Jul 2012 by Maxim Kartavenkov
Article describes how to make H.264 Video Encoder DirectShow Filter using NVIDIA encoder API in C#
16 Sep 2013 by Nick Kopp
This article builds upon the earlier High Performance Queries: GPU vs. PLINQ vs. LINQ and ports this to also support OpenCL devices and adds benchmarking so you can easily compare performance.
10 May 2017 by Petrov Vladimir
Former NeHe OpenGL Lessons adapted to MSVS-15 pro MFC in INICODE and the samples of the Joystick implementation
19 Mar 2012 by NuttingCDEF
VS2010 *was* painfully slow - now fixed!
4 Jul 2005 by DeltaEngine
Normal maps are used for realtime 3D rendering (mostly in games) to improve the visual quality, but compressing them makes the 3D content look ugly, this tool helps to fix that problem.
5 Oct 2017 by tugrulGtx
Multi-device OpenCL load balancer and pipeliner for C# in few lines of code.
14 Nov 2013 by Alexander SchuIze, Felix Herbst, Paul Kirsten
Multi-User game for AIO where players build their own spider's web
22 May 2013 by John Michael Hauck
It has never been easier for C# desktop developers to write code that takes advantage of the amazing computing performance of modern graphics cards. In this post I will share some techniques for solving a simple (but still interesting) image analysis problem. Source Code https://www.assembla.com/co
2 May 2017 by Arthur V. Ratz
This article is a practical guide on using Intel® Threading Building Blocks (TBB) and OpenMP libraries for C++ based on the example of delivering parallel scalable code that implements Burrows-Wheeler Transformation (BWT) algorithm.
2 Aug 2020 by Evgeny Pereguda
Clone of PCSX/PCSX2/PPSSPP emulator for Windows 10 on WPF/C# with "touch" control
9 Feb 2013 by Debdatta Basu
Examine the various approaches to implementing Radix sort on the GPU
23 Sep 2020 by EgorYusov
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
16 Sep 2013 by Nick Kopp
Ultra high quality frequency domain image rotation on a GPU.
28 Nov 2011 by Adnan Boz
In this blog post, I’m diving deeper into Thrust usage scenarios with a simple implementation of Monte Carlo Simulation.
27 Aug 2018 by DaveAuld
The pursuit of Serenity, it's new build time!
20 Apr 2009 by Inaki Ayucar
A very easy and simple introduction to the concepts of lighting in games, its history and the tendency this field is following
29 May 2013 by DaveAuld
Attempting an upgrade can be rewarding, but without an OS re-install may end in tears!
10 Sep 2015 by Kenneth Haugland
Create HLSL files, compile them and use them in a WPF appliction. A light Shazzam Shader Editor tool for Visual Studio
13 Jan 2020 by Igor Gribanov
Property browsing is a common task and many standalone libraries already exist, but let's explore the built-in functionality in Qt library to handle this.
22 May 2013 by John Michael Hauck
Some ad hoc performance test results for a simple program written in C# as obtained from my current desktop computer: Dell Precision T3600, 16GB RAM, Intel Xeon E5-2665 0 @ 2.40GHz, NVidia GTX Titan.
19 Sep 2013 by Simon Jackson
HLSL Development Cookbook Review
5 Jun 2018 by Shao Voon Wong
Performance of Floating Point and Integer Arithmetic has closed gap in modern CPU
28 Aug 2018 by DaveAuld
The pursuit of Serenity, it's new build time!
12 Jan 2015 by Vidyasagar Machupalli
Gaming - anti-aliasing techniques
7 Mar 2017 by Ansel Castro
Describes the basic steps to render height maps using the graphics engine of Igneel
12 Oct 2012 by John Michael Hauck
These posts are meant to inspire you to enter into the world of graphics processor programming.
12 Oct 2012 by John Michael Hauck
These posts are meant to inspire you to enter into the world of graphics processor programming.
23 Jul 2013 by John Michael Hauck
Writing massively parallel Windows software in C++ that takes full advantage of the processing power found in the video cards of today’s gaming computers.
8 Aug 2018 by Joel Ivory Johnson
Using a the OBD II Port and a Windows IoT Device (DragonBoard 410c or Raspberry Pi) to push real time engine data to the Azure Cloud for Analysis
17 Sep 2010 by manythreads
Curious about GPGPU programming? Read Rob Farber’s Massively Parallel Programming series. Learn how to get more from your CPU, GPU, APU, DSP, and more.
27 Oct 2010 by manythreads
In his second tutorial, GPGPU expert Rob Farber discusses OpenCL™ memory spaces and the OpenCL memory hierarchy, and how to start thinking in terms of work items and work groups. This tutorial also provides a general example to facilitate experimentation with a variety of OpenCL kernels.
6 Jan 2011 by manythreads
In his third tutorial, GPGPU expert Rob Farber will introduce the OpenCL™ execution model and discuss how to coordinate computations among the work items in a work group
10 Mar 2011 by manythreads
Read Rob Farber’s Massively Parallel Programming series. This fourth article in a series on portable multithreaded programming using OpenCL™ will discuss the OpenCL™ runtime and demonstrate how to perform concurrent computations among the work queues of heterogeneous devices.
21 Dec 2012 by Intel
New Ultrabooks inspired by Intel® fit deliver excellent performance and new Intel technologies in a smaller package so that you can complete all your tasks in a lighter, more comfortably portable system.
16 Oct 2014 by Dominic Milano
TheBestSync, a China-based software company focused on integrated software and hardware solutions, entered the Intel App Innovation Contest 2013 (Intel AIC 2013) in partnership with Intel® Developer Zone with the idea of combining game and music technology with an AIO device to create an exciting n
17 Nov 2014 by Android on Intel
In this post I'm going to start exploring the topic of blur filters.
21 Jan 2015 by Android on Intel
In this blog post I'm going to start exploring the topic of blur filters.
27 Feb 2015 by Doug Mcnabb
Sparse Procedural Volumetric Rendering (SPVR) is a technique for rendering real-time volumetric effects. We’re excited that the upcoming book “GPU Pro 6” will include an SPVR chapter. This document gives some additional details.
1 Oct 2015 by Eric Anderson IO
In this post we're going to be tying up some loose ends.
30 Oct 2015 by Android on Intel
The current generation of Intel® graphics hardware extends Intel’s leadership in enabling innovation across the industry, including being fully ready for DirectX 12 and driving the adoption of advanced features by next-generation games.