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www.jendrikillner.com
| | mikemarcin.com
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| | our choice of DirectX 12 in our previous entry. In order to more fully understand how we're going to proceed to add graphics support to our engine we need to understand a bit of the history and evolution of graphics APIs. A Brief History of Graphics APIs Graphics APIs evolved through the decades. They start in the early 1990s with Iris GL followed by OpenGL. These are fixed-function immediate mode APIs.
| | 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.
| | alain.xyz
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| | A review of the state of the art in real time renderer architectures.
| | placeholderart.wordpress.com
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| In this post I will cover implementing and optimizing runtime environment map filtering for image based lighting (IBL). Before we get started, this approach is covered in depth in Real Shading in Unreal Engine 4and Moving Frostbite to Physically Based Rendering, you should really check them out if you want more background and information than...