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[Help!]Hardware acceleration with pixel shader

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Hello, all! Recently I am working on a project to deal with dynamic texures. That is, we create an image according to the current viewing and illumination conditions and map it onto the object surface as single, none-tile texture. Also, an image database(about 100mb) is used to support the image creation. The texture should be large(2048*64 pixels) for realism. Now my problem is that the image creation procedure is too much time-consuming on CPU. I guess performing the procedure on GPU with the pixel shader may be of some help. But I am really a new learner of the D3D shader. Can anyone give me any hint on how to write the procedure with pixel shader? Or is there any similar work, so that I can learn someting from it? Thanks in advance!

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http://www.gamedev.net/reference/articles/article1837.asp

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