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      <title>DirectCompute Lecture Series 250: Integration with the Graphics Pipeline</title>
      <description><![CDATA[ <p>Join James Fung from Nvidia as&nbsp;he&nbsp;shows you&nbsp;how&nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered:</p><ul><li>A Quick explanation of the Direct3D graphics pipeline </li><li>Vertex and geometry shader overview </li><li>Binding resources and views for use by graphics stages </li><li>Visualizing 2D array data </li><li>Visualizing particle data (geometry shader) </li><li>Visualizing other data (histogram, waveform, and so on) </li><li>Example of Particle Simulation Compute with Rendering </li><li>Example of Ocean Simulation Rendering using FFT for Compute </li></ul><p>The demos used in this lecture are available from <a href="http://developer.download.nvidia.com/compute/directcompute/sdk/website/samples.html">NVIDIA's DirectCompute SDK Code Samples page</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12986">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:640b69df7bb34294bf979de90187b774">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</comments>
      <itunes:summary> Join James Fung from Nvidia as&amp;nbsp;he&amp;nbsp;shows you&amp;nbsp;how&amp;nbsp;to make use of vertex, pixel, and geometry shaders to add visualization to their DirectCompute applications. The following topics will be covered: A Quick explanation of the Direct3D graphics pipeline Vertex and geometry shader overview Binding resources and views for use by graphics stages Visualizing 2D array data Visualizing particle data (geometry shader) Visualizing other data (histogram, waveform, and so on) Example of Particle Simulation Compute with Rendering Example of Ocean Simulation Rendering using FFT for Compute The demos used in this lecture are available from NVIDIA&#39;s DirectCompute SDK Code Samples page.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1217</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-250-Integration-with-the-Graphics-Pipeline</link>
      <pubDate>Wed, 18 Aug 2010 18:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>2</slash:comments>
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      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 230: GPU Accelerated Physics</title>
      <description><![CDATA[ <p>Join Lee Howes,&nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics. <br><br></p><p>This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&nbsp; <br><br>After completing the lecture,&nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as <a href="http://bulletphysics.org/wordpress/">Bullet</a>.<br><br>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12985">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:39b3a5dec5a9499ab8779de90187b96a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</comments>
      <itunes:summary> Join Lee Howes,&amp;nbsp;a Senior SDE at ATI/AMD, as he gives you a deep dive into GPU accelerated physics.  This lecture explains how DirectCompute can be employed to create solutions simulating physical systems such as fluid and cloth systems. It also&amp;nbsp;covers how to employ some of the libraries powered by DirectCompute and how to integrate these libraries into your application.&amp;nbsp; After completing the lecture,&amp;nbsp;you will be able to understand the underlying algorithms of some of the physics systems written in DirectCompute, as well as how to make use of the libraries that implement them, such as Bullet.For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1683</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics</link>
      <pubDate>Wed, 11 Aug 2010 15:00:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-230-GPU-Accelerated-Physics/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 210: GPU Optimizations and Performance</title>
      <description><![CDATA[ <p>Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: <br><br>&nbsp;&nbsp; Work distribution best practices<br>&nbsp;&nbsp; Compute shader code best practices<br>&nbsp;&nbsp; Algorithm selection best practices<br>&nbsp;&nbsp; Multi-GPU best practices</p><p>He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem.</p><p>For more information on DirectCompute, <a href="http://code.msdn.microsoft.com/directcomputehol">download the PDC 2009 DirectCompute HOL</a>,&nbsp;<a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">watch&nbsp;the DirectCompute Roundtable discussion</a>, see the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series</a>,&nbsp;and <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12929">download the slides for this lecture</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:1bef068db7394e9cb2c99dea00a70110">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</comments>
      <itunes:summary> Join James Fung from Developer Technology at NVIDIA as he covers the following advanced topics for DirectCompute: &amp;nbsp;&amp;nbsp; Work distribution best practices&amp;nbsp;&amp;nbsp; Compute shader code best practices&amp;nbsp;&amp;nbsp; Algorithm selection best practices&amp;nbsp;&amp;nbsp; Multi-GPU best practices He also gives an example problem, scan/reduction, and then goes through various optimizations for that problem. For more information on DirectCompute, download the PDC 2009 DirectCompute HOL,&amp;nbsp;watch&amp;nbsp;the DirectCompute Roundtable discussion, see the full DirectCompute lecture series,&amp;nbsp;and download the slides for this lecture. </itunes:summary>
      <itunes:duration>1270</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance</link>
      <pubDate>Wed, 04 Aug 2010 15:31:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-210-GPU-Optimizations-and-Performance/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 120: Basics of DirectCompute Application Development</title>
      <description><![CDATA[ <p>In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers:<br><br></p><ul><li>Instantiating a DirectCompute Device </li><li>Writing and compiling DirectCompute Code </li><li>Executing code on the GPU </li><li>Retrieving resulting data from the GPU and passing it to the CPU </li></ul><p>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>, the <a href="http://go.microsoft.com/fwlink/?LinkId=194362">full DirectCompute lecture series is here</a>,&nbsp;and the slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12909">here</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:ed8aa7f237544b5f966b9dea00a70368">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</comments>
      <itunes:summary> In this lecture, Jason Yang (a technical lead from AMD) goes over the basics of creating a DirectCompute application that performs matrix multiplication. Specifically, he covers: Instantiating a DirectCompute Device Writing and compiling DirectCompute Code Executing code on the GPU Retrieving resulting data from the GPU and passing it to the CPU The Roundtable discussion for DirectCompute can be found here, the full DirectCompute lecture series is here,&amp;nbsp;and the slides for this lecture are available from here. </itunes:summary>
      <itunes:duration>1069</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development</link>
      <pubDate>Wed, 28 Jul 2010 10:18:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>13</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-120-Basics-of-DirectCompute-Application-Development/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
    </item>
  <item>
      <title>DirectCompute Lecture Series 110: Memory Patterns</title>
      <description><![CDATA[ <p>In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.<br><br>In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.<br><br>Slides for this lecture are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12824">here</a>.<br><br>This video is a follow up video for:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">The DirectCompute Expert Roundtable Discussion</a><br>and<br>the <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">Introduction to DirectCompute</a>&nbsp;video.<br><br>For more information about DirectCompute, download the <a href="http://code.msdn.microsoft.com/directcomputehol">PDC 2009 DirectCompute Hands on Lab</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2a30b5f5a8c643d2b6b19dea00a7063d">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</comments>
      <itunes:summary> In this video, Matt Sandy, a Program Manager on the DirectX team, provides an in-depth look at memory usage patterns in DirectCompute.In this lecture, you will learn how to most effectively use memory in DirectCompute. Topics include an overview of how memory resources are used within a DirectCompute application, methods for identifying execution threads, data I/O patterns for various resource types, and how to utilize groupshared memory to improve application performance.Slides for this lecture are available from here.This video is a follow up video for:The DirectCompute Expert Roundtable Discussionandthe Introduction to DirectCompute&amp;nbsp;video.For more information about DirectCompute, download the PDC 2009 DirectCompute Hands on Lab.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. </itunes:summary>
      <itunes:duration>1065</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns</link>
      <pubDate>Wed, 21 Jul 2010 16:43:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>5</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/RSS</wfw:commentRss>
      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
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  <item>
      <title>DirectCompute Lecture Series 101:  Introduction to DirectCompute</title>
      <description><![CDATA[ <p>In this lecture, Chas Boyd, the Program Manager&nbsp;Architect of&nbsp;Windows Graphics,&nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.<br><br>The Roundtable discussion for DirectCompute can be found <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/">here</a>&nbsp;and the slides are available from <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12810">here</a>.<br><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>. <br><br>The following videos continue the series:</p><p>·&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:277178fb5e5f4042b4769dea00a708df">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</comments>
      <itunes:summary> In this lecture, Chas Boyd, the Program Manager&amp;nbsp;Architect of&amp;nbsp;Windows Graphics,&amp;nbsp;gives you an introduction to DirectCompute. He covers some background on DirectCompute, gives examples of applications, gives an overview of the DirectCompute API, and then covers the principles of basic usage.The Roundtable discussion for DirectCompute can be found here&amp;nbsp;and the slides are available from here.For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The following videos continue the series: &#183;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; DirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>1487</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute</link>
      <pubDate>Wed, 14 Jul 2010 17:51:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>9</slash:comments>
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      <category>C9 Lectures</category>
      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
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      <title>DirectCompute Expert Roundtable Discussion</title>
      <description><![CDATA[ <p>In this video, Robert Hess has a roundtable discussion with industry experts&nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.<br><br>This video features:</p><p>Eric Young (Manager of Developer Technology, NVIDIA Corporation)<br>Chas Boyd (Program Manager Architect&nbsp; Windows Graphics, &nbsp;Microsoft Corporation)<br>Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD) </p><p>The first demo can be found here: <a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12774">Video Stabilization</a>.<br>The second demo can be found here:&nbsp;&nbsp;<a href="http://code.msdn.microsoft.com/Project/Download/FileDownload.aspx?ProjectName=DirectComputeLecture&amp;DownloadId=12773">DirectCompute FFT Sample (Color Grid Wide).</a><br>For more information about DirectX, check the <a href="http://msdn.microsoft.com/en-us/directx/default.aspx">DirectX Developer Center</a>&nbsp;and the <a href="http://msdn.com/windows">Windows Developer Center</a>.<br><br>You can also <a href="http://www.microsoft.com/downloads/details.aspx?displaylang=en&amp;FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba">download the Direct X SDK</a>.</p><p>The&nbsp;<a href="http://go.microsoft.com/fwlink/?LinkId=194362">DirectCompute lecture series</a> will receive updates from June 14th through July 5th, so keep checking back on the link. </p><p>The following videos continue the series:<br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-101-Introduction-to-DirectCompute/">DirectCompute 101: Introduction</a><br><a href="http://channel9.msdn.com/posts/gclassy/DirectCompute-Lecture-Series-110-Memory-Patterns/">DirectCompute 110: Memory Patterns</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/directcompute-lecture-series/RSS&WT.dl=0&WT.entryid=Entry:RSSView:66f53ef0ee904dfaae7e9dea00a70cd1">]]></description>
      <comments>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</comments>
      <itunes:summary> In this video, Robert Hess has a roundtable discussion with industry experts&amp;nbsp;to help you understand exactly what DirectCompute is and the kinds of software problems to which you can apply DirectCompute in order to leverage the GPU for computation.This video features: Eric Young (Manager of Developer Technology, NVIDIA Corporation)Chas Boyd (Program Manager Architect&amp;nbsp; Windows Graphics, &amp;nbsp;Microsoft Corporation)Justin Hensley (Senior MTS, AMD Office of CTO, ATI/AMD)  The first demo can be found here: Video Stabilization.The second demo can be found here:&amp;nbsp;&amp;nbsp;DirectCompute FFT Sample (Color Grid Wide).For more information about DirectX, check the DirectX Developer Center&amp;nbsp;and the Windows Developer Center.You can also download the Direct X SDK. The&amp;nbsp;DirectCompute lecture series will receive updates from June 14th through July 5th, so keep checking back on the link.  The following videos continue the series:DirectCompute 101: IntroductionDirectCompute 110: Memory Patterns </itunes:summary>
      <itunes:duration>2663</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/gclassy/DirectCompute-Expert-Roundtable-Discussion</link>
      <pubDate>Wed, 07 Jul 2010 16:52:00 GMT</pubDate>
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      <dc:creator>Gus Class</dc:creator>
      <itunes:author>Gus Class</itunes:author>
      <slash:comments>11</slash:comments>
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      <category>compute shader</category>
      <category>D3D</category>
      <category>Direct 3D</category>
      <category>DirectCompute</category>
      <category>DirectCompute Lecture Series</category>
      <category>DirectX</category>
      <category>GPGPU</category>
      <category>GPU</category>
      <category>HLSL</category>
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