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www.jlekstrand.net
| | www.gfxstrand.net
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| | [AI summary] The post discusses the complexities and challenges of descriptor sets in graphics APIs like Vulkan and D3D12, focusing on hardware differences and the trade-offs between various descriptor binding methods.
| | rosenzweig.io
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| | [AI summary] A developer blog details the progress and challenges of creating a conformant Vulkan 1.3 driver for Apple's M1 chip, highlighting the development process, technical hurdles, and eventual success in passing all conformance tests.
| | logins.github.io
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| | Compute Shaders in D3D12 Why Talking About Compute Shaders Direct Compute has been part of DirectX since version 10. Its usages are multiple, but in general we can use the compute pipeline whenever we want to calculate something without the need of a rasterizer. This ability to generically adapt to any type of calculus makes the compute pipeline really useful in many areas, not only for real-time applications, but also for many science-related computations. In science, every operation that involves the word "GPGPU" (General Purpose GPU) has some kind of compute shader usage in it: high performance computing, physics simulations, classification, image processing are just to scratch the surface among the multitude of use cases. In a game engine, compute shader...
| | kosmonautblog.wordpress.com
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| In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...