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simonschreibt.de | ||
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pixeljetstream.blogspot.com
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| | | | | Hi, while gathering public material on how the hardware works, I tried to create a compressed architecture image. It is based on images and ... | |
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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... | |
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timur.hu
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| | | | | Mesh and task shaders (amplification shaders in D3D jargon) are a new way to process geometry in 3D applications. First proposed by NVidia in 2018 and initially available in the "Turing" series, they are now supported on RDNA2 GPUs and are part of the D3D12 API. There is also an extension in Vulkan (and a vendor-specific one in OpenGL). This post is about what mesh shadig is and next time I'm going to talk about how mesh/task shaders are implemented on the driver side. | |
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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... | ||