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timur.hu | ||
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themaister.net
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www.rastergrid.com
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| | | | | [AI summary] The article discusses the development and evolution of the Vulkan SC Ecosystem, focusing on the creation and enhancement of the Vulkan SC Validation Layers. It outlines the challenges and solutions involved in adapting the Vulkan validation framework to support the Vulkan SC API, which is designed for safety-critical environments. Key aspects include the adaptation of existing Vulkan tools, the creation of new tools like the Vulkan SC Device Simulation Layer, and the implementation of test conversion tools to ensure compatibility with Vulkan SC. The article also highlights the successful transition of the Vulkan SC Ecosystem into a fully featured and tested component, ready for use in real-world applications. | |
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www.jendrikillner.com
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| | | | | [AI summary] The article discusses various graphics programming topics including ReSTIR techniques, game render passes, API performance, FSR3 SDK, driver version checks, and real-time fluid simulation. | |
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therealmjp.github.io
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| | | Got a new sample ready, this oneshows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.Check it out on Ziggyware! Comments: sam - Feb 4, 2009 This sample does not works for me. I see the blank screen. My Video card is GF 9800 GT. #### [Alejandro Martinez](http://www.gaspgames.com/www.battletennis.com "amartinez1660@gmail.com") - Feb 2, 2010 1./2. Points taken! 3. That's quite a boost for the shadow map render and sampling (HW PCF or Ati's Fetch4). | ||