You are here |
www.jendrikillner.com | ||
| | | |
timur.hu
|
|
| | | | In the previous post I gave a brief introduction on what mesh and task shaders are from the perspective of application developers. Now it's time to dive deeper and talk about how mesh shaders are implemented in a Vulkan driver on AMD HW. Note that everything I discuss here is based on my experience and understanding as I was working on mesh shader support in RADV and is already available as public information in open source driver code. The goal of this blog post is to elaborate on how mesh shaders are i... | |
| | | |
lousodrome.net
|
|
| | | | Thoughts of a graphics programmer, demoscener and spare time photographer | |
| | | |
www.reedbeta.com
|
|
| | | | Pixels and polygons and shaders, oh my! | |
| | | |
brutalism.rs
|
|
| | BRU-12 is a research project for performing realtime processing on volumetric 3D models and presenting them as meshes ready for rendering. The toolchain consists of Cinder and OpenVDB.OpenVDB is an industrial-grade data structure used for parallel processing of very large amounts of volumetric ("voxel") data. It's not really intended to be used for real-time rendering, but its design (and performance!) was interesting to me so I decided to try to implement a simple data pipeline on top of it. |