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| | | | | mynameismjp.wordpress.com | |
| | | | | First things first: what am I talking about? I'm talking about something that finds great use for deferred rendering: reconstructing the 3D position of a previously-rendered pixel (either in view-space or world-space) from a single depth value | |
| | | | | machinethink.net | |
| | | | | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch | |
| | | | | jamie-wong.com | |
| | | | | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called | |
| | | | | timur.hu | |
| | | 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. | ||