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	<title>Comments on: Direct 3D 11 Details Part III: Compute Shaders &amp; Unordered Memory</title>
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	<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: El esquema completo de la siguiente Xbox (II) &#171; Disruptive Sketchbook 2.0</title>
		<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/comment-page-1/#comment-2143</link>
		<dc:creator>El esquema completo de la siguiente Xbox (II) &#171; Disruptive Sketchbook 2.0</dc:creator>
		<pubDate>Wed, 16 May 2012 13:40:05 +0000</pubDate>
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		<description>[...] rendering tradicional de esta manera introduce problemas de re rendimiento, las nuevas API como los DX11 compute shaders han sido diseñadas para funcionar bien bajo este tipo de condiciones. Por supuesto, este [...]</description>
		<content:encoded><![CDATA[<p>[...] rendering tradicional de esta manera introduce problemas de re rendimiento, las nuevas API como los DX11 compute shaders han sido diseñadas para funcionar bien bajo este tipo de condiciones. Por supuesto, este [...]</p>
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		<title>By: Real-Time Rendering &#187; Blog Archive &#187; GPU REYES Implementation</title>
		<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/comment-page-1/#comment-19</link>
		<dc:creator>Real-Time Rendering &#187; Blog Archive &#187; GPU REYES Implementation</dc:creator>
		<pubDate>Tue, 09 Sep 2008 17:19:38 +0000</pubDate>
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		<description>[...] CUDA and traditional rendering in this manner introduces performance problems, newer APIs such as DX11 compute shaders have been designed to perform well under such conditions. Of course, this algorithm would be a [...]</description>
		<content:encoded><![CDATA[<p>[...] CUDA and traditional rendering in this manner introduces performance problems, newer APIs such as DX11 compute shaders have been designed to perform well under such conditions. Of course, this algorithm would be a [...]</p>
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		<title>By: Naty</title>
		<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/comment-page-1/#comment-16</link>
		<dc:creator>Naty</dc:creator>
		<pubDate>Fri, 15 Aug 2008 14:04:09 +0000</pubDate>
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		<description>When you make a compute shader &quot;draw call&quot;, it replaces all the pipeline stages. However, you can mix regular draw calls and compute shader invocations.</description>
		<content:encoded><![CDATA[<p>When you make a compute shader &#8220;draw call&#8221;, it replaces all the pipeline stages. However, you can mix regular draw calls and compute shader invocations.</p>
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		<title>By: KorE</title>
		<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/comment-page-1/#comment-15</link>
		<dc:creator>KorE</dc:creator>
		<pubDate>Fri, 15 Aug 2008 08:02:33 +0000</pubDate>
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		<description>Where compute shaders work? Is it pipeline stage?</description>
		<content:encoded><![CDATA[<p>Where compute shaders work? Is it pipeline stage?</p>
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		<title>By: Real-Time Rendering &#187; Blog Archive &#187; SIGGRAPH 2008: Beyond Programmable Shading Class</title>
		<link>http://www.realtimerendering.com/blog/direct-3d-11-details-part-iii-compute-shaders-unordered-memory/comment-page-1/#comment-14</link>
		<dc:creator>Real-Time Rendering &#187; Blog Archive &#187; SIGGRAPH 2008: Beyond Programmable Shading Class</dc:creator>
		<pubDate>Fri, 15 Aug 2008 07:04:11 +0000</pubDate>
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		<description>[...] direction of research and may well represent the future of rendering. The recent disclosures on Direct3D 11 Compute Shaders and Larrabee make this a particularly hot [...]</description>
		<content:encoded><![CDATA[<p>[...] direction of research and may well represent the future of rendering. The recent disclosures on Direct3D 11 Compute Shaders and Larrabee make this a particularly hot [...]</p>
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