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raphlinus.github.io
| | blog.mecheye.net
3.2 parsecs away

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| | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency.
| | acko.net
3.8 parsecs away

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| | Freshly whipped WebGPU, with ice cream
| | mattkeeter.com
3.2 parsecs away

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| | [AI summary] A detailed blog post by Matt Keeter about developing a GPU-based raytracer called rayray, focusing on its architecture, rendering techniques, and performance improvements.
| | sirupsen.com
21.8 parsecs away

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| [AI summary] The article provides an in-depth explanation of how to build a neural network from scratch, focusing on the implementation of a simple average function and the introduction of activation functions for non-linear tasks. It discusses the use of matrix operations, the importance of GPUs for acceleration, and the role of activation functions like ReLU. The author also outlines next steps for further exploration, such as expanding the model, adding layers, and training on datasets like MNIST.