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courses
DirectX 11: Learn the Latest Tricks
Friday, 17 December | 2:15 am - 4:00 am | Room E6
This course explains the various components of DirectX 11, such as direct compute, tessellation, multi-threaded command buffers, dynamic shader linking, new texture-compression formats, read-only depth, conservative oDepth, etc.
Level
Intermediate
Intended Audience
Programmers
Presentation Language
Presented in English, translated simultaneously to Korean / 영어로 발표 됨 (한국어 동시 통역)
Prerequisites
Prior DirectX programming experience.
Syllabus
Course Overview
Why DirectX 11
Direct Compute
Tessellation
Multithreaded Command Buffers
Dynamic Shader Linking
New Texture-Compression Formats
Read-Only Depth, Conservative oDepth
Q&A
Chris W. Kim
NVIDIA Corporation
Instructor Bios
Chris W. Kim
Chris W. Kim, who received a BS in computer science (1994) from Carnegie Mellon University, works as a developer technology engineer at NVIDIA Korea. Before joining NVIDIA, he worked as a game-development consultant for various game companies on projects ranging from casual online games to MMORPGs.. His main interest is applying GPU Compute to computer graphics, artificial intelligence, social-network analysis, and the latest game technologies.