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raphlinus.github.io
| | www.rastergrid.com
3.4 parsecs away

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| | [AI summary] This technical article explains the SIMD (Single Instruction, Multiple Data) paradigm's role in GPU architecture, detailing its evolution from vector-based to SIMD-like (SIMT) designs and how developers should write efficient code accordingly.
| | therealmjp.github.io
3.4 parsecs away

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| | It is no secret that we tend to have a bit of a problem with shader permutations in real-time graphics. It's such a bad problem that it not only affects graphics programmers, but also trickles down to all of the other content creators that use an engine. If you don't believe me, just go ahead and search for "unreal compiling shaders meme" on Google images and see what comes up. There are many great ones to choose from, but personally I am a bit partial to this one:
| | www.reedbeta.com
3.4 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | www.miaumiau.cat
20.2 parsecs away

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