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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...
| | 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
| | 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.
| | 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.