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www.jendrikillner.com
| | timur.hu
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| | 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...
| | mikemarcin.com
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| | our choice of DirectX 12 in our previous entry. In order to more fully understand how we're going to proceed to add graphics support to our engine we need to understand a bit of the history and evolution of graphics APIs. A Brief History of Graphics APIs Graphics APIs evolved through the decades. They start in the early 1990s with Iris GL followed by OpenGL. These are fixed-function immediate mode APIs.
| | www.aswf.io
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| | OpenPBR 1.0 is now available on GitHub! OpenPBR, a subproject of MaterialX, provides an artist-friendly new open source shading model to facilitate interchange from one software package to another. This subproject was first announced last year, and is being developed in collaboration with Autodesk and Adobe as the successor to...
| | www.iseatz.com
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| How initiatives like the Open Web Application Security Project empower developers with tools to mitigate risks and fortify defenses.