 
      
    | You are here | mikemarcin.com | ||
| | | | | www.reedbeta.com | |
| | | | | Pixels and polygons and shaders, oh my! | |
| | | | | timur.hu | |
| | | | | In the previous post I gave a brief introduction on what mesh and task shaders are from the perspective of application developers. Now it's time to dive deeper and talk about how mesh shaders are implemented in a Vulkan driver on AMD HW. Note that everything I discuss here is based on my experience and understanding as I was working on mesh shader support in RADV and is already available as public information in open source driver code. The goal of this blog post is to elaborate on how mesh shaders are i... | |
| | | | | www.jendrikillner.com | |
| | | | | 3D Programmer | |
| | | | | therealmjp.github.io | |
| | | Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's). | ||