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simonschreibt.de | ||
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fgiesen.wordpress.com
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| | | | | This post is part of the series "A trip through the Graphics Pipeline 2011". Welcome back! This post deals with the second half of pixel processing, the "join phase". The previous phase was all about taking a small number of input streams and turning them into lots of independent tasks for the shader units. Now... | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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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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rottenindenmark.wordpress.com
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| | | I missed making these so much! https://www.youtube.com/watch?v=RkVYvp_CumI | ||