{"id":39559,"date":"2019-10-31T22:35:36","date_gmt":"2019-10-31T19:35:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/microsoft-rasskazala-o-novovvedeniyah-v-directx-12-oblegchyonnaya-trassirovka-luchej-i-detalizatsiya-v-zavisimosti-ot-rasstoyaniya\/"},"modified":"2019-10-31T22:35:36","modified_gmt":"2019-10-31T19:35:36","slug":"microsoft-rasskazala-o-novovvedeniyah-v-directx-12-oblegchyonnaya-trassirovka-luchej-i-detalizatsiya-v-zavisimosti-ot-rasstoyaniya","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/microsoft-rasskazala-o-novovvedeniyah-v-directx-12-oblegchyonnaya-trassirovka-luchej-i-detalizatsiya-v-zavisimosti-ot-rasstoyaniya","title":{"rendered":"Microsoft a parl\u00e9 des nouveaut\u00e9s de DirectX 12 : tra\u00e7age de rayons simplifi\u00e9 et d\u00e9taillage en fonction de la distance.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>La soci\u00e9t\u00e9 Microsoft, dans le cadre du programme d'acc\u00e8s anticip\u00e9 Windows Insider Preview <noindex><a rel=\"nofollow noopener noreferrer\" href=\"https:\/\/www.techpowerup.com\/260630\/microsoft-details-dxr-tier-1-1-new-directx-12-features\" target=\"_blank\">pr\u00e9sent\u00e9e<\/a><\/noindex> a mis \u00e0 jour les API DirectX 12 et a d\u00e9taill\u00e9 les nouvelles fonctionnalit\u00e9s. Ces capacit\u00e9s seront disponibles dans la version \u00e0 venir l'ann\u00e9e prochaine et incluent trois fonctions principales.<\/p>\n<p><img decoding=\"async\" alt=\"Microsoft a parl\u00e9 des nouveaut\u00e9s de DirectX 12 : tra\u00e7age de rayons simplifi\u00e9 et d\u00e9taillage en fonction de la distance.\" src=\"\/wp-content\/uploads\/2019\/10\/15c2f96c983164ff3a794c31256df2d7.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>La premi\u00e8re fonctionnalit\u00e9 concerne le ray tracing. Dans DirectX 12, il \u00e9tait pr\u00e9sent \u00e0 l'origine, mais il a maintenant \u00e9t\u00e9 \u00e9tendu. En particulier, des shaders suppl\u00e9mentaires ont \u00e9t\u00e9 ajout\u00e9s \u00e0 l'objet de ray tracing PSO (objet d'\u00e9tat de pipeline). Cela permet d'am\u00e9liorer l'efficacit\u00e9 du travail.<\/p>\n<p>Ensuite, mentionnons la technologie des algorithmes adaptatifs ExecuteIndirect. Selon la description, cette fonction permet de d\u00e9terminer le nombre de rayons sur la timeline d'ex\u00e9cution du GPU. Enfin, il est d\u00e9sormais possible d'utiliser une version simplifi\u00e9e du ray tracing.<\/p>\n<p><center><\/center><\/p>\n<p>L'entreprise a \u00e9galement travaill\u00e9 sur la g\u00e9om\u00e9trie. Dans l'API DirectX 12, Microsoft a ajout\u00e9 la prise en charge des Mesh Shaders. Cette fonction est appel\u00e9e DirectX Sampler. Elle permet de d\u00e9terminer quelles textures sont les plus fr\u00e9quemment disponibles et devraient rester en m\u00e9moire. En cons\u00e9quence, seule les donn\u00e9es dont on a besoin ici et maintenant sont stock\u00e9es dans la m\u00e9moire vid\u00e9o.<\/p>\n<p><img decoding=\"async\" alt=\"Microsoft a parl\u00e9 des nouveaut\u00e9s de DirectX 12 : tra\u00e7age de rayons simplifi\u00e9 et d\u00e9taillage en fonction de la distance.\" src=\"\/wp-content\/uploads\/2019\/10\/cba72e42eca3ce69fd7490b634e8531d.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Ainsi, la nouvelle fonctionnalit\u00e9 permettra d'\u00e9liminer les longues attentes en mati\u00e8re de chargement des mondes virtuels. C'est ce qu'on appelle la technologie de streaming des textures.<\/p>\n<p><img decoding=\"async\" alt=\"Microsoft a parl\u00e9 des nouveaut\u00e9s de DirectX 12 : tra\u00e7age de rayons simplifi\u00e9 et d\u00e9taillage en fonction de la distance.\" src=\"\/wp-content\/uploads\/2019\/10\/da8445711907c6ec51c37dedf169179b.jpeg\" style=\"display:block;margin: 0 auto;\" \/><\/p>\n<p>Pour plus de d\u00e9tails, <noindex><a rel=\"nofollow noopener noreferrer\" href=\"https:\/\/devblogs.microsoft.com\/directx\/dev-preview-of-new-directx-12-features\/?sf222395810=1\" target=\"_blank\">est d\u00e9crit<\/a><\/noindex> vous pouvez consulter le blog des d\u00e9veloppeurs de Microsoft. Nous notons \u00e9galement qu'il y a quelques jours, la soci\u00e9t\u00e9 AMD s'est exprim\u00e9e positivement <noindex><a rel=\"nofollow noopener noreferrer\" href=\"https:\/\/twitter.com\/Radeon\/status\/1188878413525897217\" target=\"_blank\">\u00e0 ce sujet et a laiss\u00e9 entendre l'arriv\u00e9e prochaine de nouvelles fonctionnalit\u00e9s dans les produits Radeon. Il est \u00e9vident qu'elles appara\u00eetront bient\u00f4t dans les nouvelles cartes graphiques haut de gamme, qui devraient sortir en 2020. On leur attribue, entre autres, la prise en charge mat\u00e9rielle du ray tracing.<\/a><\/noindex> \ud83e\udd47Microsoft a parl\u00e9 des am\u00e9liorations dans DirectX 12 : ray tracing simplifi\u00e9 et d\u00e9tails en fonction de la distance | ProHoster&nbsp;<\/p>\n<p><center><\/p>\n<p><\/center><\/p>\n<p>\t\t\t\t<center><br \/>\n\t\t\t\t\t\t\t\t<\/center><br \/>Source : <a content=\"nofollow\" rel=\"nofollow\" href=\"http:\/\/www.3dnews.ru\/996521\">3dnews.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Microsoft \u0432 \u0440\u0430\u043c\u043a\u0430\u0445 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u044b \u0440\u0430\u043d\u043d\u0435\u0433\u043e \u0434\u043e\u0441\u0442\u0443\u043f\u0430 Windows Insider preview \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u043e\u0431\u043d\u043e\u0432\u043b\u0451\u043d\u043d\u044b\u0435 API-\u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441\u044b DirectX 12 \u0438 \u043f\u043e\u0434\u0440\u043e\u0431\u043d\u043e \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u0430\u043b\u0430 \u043e \u043d\u043e\u0432\u043e\u0432\u0432\u0435\u0434\u0435\u043d\u0438\u044f\u0445. \u042d\u0442\u0438 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u0438 \u043f\u043e\u044f\u0432\u044f\u0442\u0441\u044f \u0432 \u0440\u0435\u043b\u0438\u0437\u0435 \u0432 \u0431\u0443\u0434\u0443\u0449\u0435\u043c \u0433\u043e\u0434\u0443 \u0438 \u0432\u043a\u043b\u044e\u0447\u0430\u044e\u0442 \u0442\u0440\u0438 \u043e\u0441\u043d\u043e\u0432\u043d\u044b\u0445 \u0444\u0443\u043d\u043a\u0446\u0438\u0438. \u041f\u0435\u0440\u0432\u0430\u044f \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u044c \u043a\u0430\u0441\u0430\u0435\u0442\u0441\u044f \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0438 \u043b\u0443\u0447\u0435\u0439. \u0412 DirectX 12 \u043e\u043d\u0430 \u0431\u044b\u043b\u0430 \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e, \u043e\u0434\u043d\u0430\u043a\u043e \u0442\u0435\u043f\u0435\u0440\u044c \u0435\u0451 \u0440\u0430\u0441\u0448\u0438\u0440\u0438\u043b\u0438. \u0412 \u0447\u0430\u0441\u0442\u043d\u043e\u0441\u0442\u0438, \u0431\u044b\u043b\u0438 \u0434\u043e\u0431\u0430\u0432\u043b\u0435\u043d\u044b \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0435 \u0448\u0435\u0439\u0434\u0435\u0440\u044b \u043a [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":39560,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-39559","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com 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