Most 3D animation software, including 3ds Max, support some of these features in one form or another and they use the CPU or GPU to handle this. These can perform post-processing operations including physics, Artificial Intelligence (AI) and particle systems. The next thing that DX11 offers is “compute shaders”. This not only speeds up the CAD application, but can increase the physical 3D rotation speed of the model – in some cases as much as 20 to 50%. By using spare CPU cores to control the graphics card, the workstation can dedicate specific CPU cores to work with the CAD application. This is information that is passed backwards and forwards between the computer’s system memory and the graphic card’s GPU and memory. The DirectX 11 API also supports multithreading to handle things like display lists. Recently this has started to change with multithreaded software appearing in other areas, including graphics. However, the number of applications that can really exploit all of these cores are still limited and include rendering, plus certain software for Finite Element Analysis (FEA), Computational Fluid Dynamics (CFD) and CAM. In engineering, the technology could potentially be used to refine meshes for FEA Multi coreįor some time now we have been using multi core CPUs. DirectX 11 can be used to tessellate meshes on the fly.
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