{"provider_url":"https://hatena.blog","url":"https://hanecci.hatenadiary.org/entry/20100928/1285684903","blog_url":"https://hanecci.hatenadiary.org/","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","width":"100%","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20100928%2F1285684903\" title=\"&quot;Tile-based deferred shading implemented in DirectX 11 Compute Shader&quot;\u306e\u30c7\u30e2 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","height":"190","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20100928/20100928233930.jpg","title":"\"Tile-based deferred shading implemented in DirectX 11 Compute Shader\"\u306e\u30c7\u30e2","categories":[],"provider_name":"Hatena Blog","author_name":"hanecci","published":"2010-09-28 23:41:43","author_url":"https://blog.hatena.ne.jp/hanecci/","type":"rich","version":"1.0","description":"\"Tile-based deferred shading is implemented in DirectX 11 Compute Shader\"\u306e\u30c7\u30e2\u3092\u8a66\u3057\u3066\u307f\u307e\u3057\u305f. http://software.intel.com/en-us/articles/deferred-rendering-for-current-and-future-rendering-pipelines/ \u52d5\u7684\u306a\u5149\u6e90\u306e\u6570\u306f 1024\u500b\u306a\u306e\u3067\u3059\u304c, \u81ea\u5b85\u306e PC (Intel Core i7 950 0.07GHz, NVidia GeForce GTX 465)\u3060\u3068, 200 fps \u3067\u63cf\u753b\u3067\u304d\u307e\u3057\u305f. \u7d50\u69cb, \u611f\u6fc0\u3067\u3059."}