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pixeljetstream.blogspot.com | ||
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diaryofagraphicsprogrammer.blogspot.com
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| | | | | A Rendering Architecture for high-resolution Displays and Console Games ----------------------------------- Document History: - Initial Pu... | |
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simonschreibt.de
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| | | | | ???? Read in Chinese ???? Read in Russian ???? Read in Vietnamese This post is one part of the series "Render Hell". 2.0 Pipeline in Detail Most of the constructive feedback I received about this article was "Nice explanation, but your pipeline is 6 | |
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www.realworldtech.com
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| | | | | Starting with the Maxwell GM20x architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD. | |
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aerotwist.com
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| | | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders. | ||