/explore
|
You are here |
www.jendrikillner.com | ||
| | | | |
www.reedbeta.com
Pixels and polygons and shaders, oh my! |
|
| | | | | ||
| | | | |
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... |
|
| | | | | ||
| | | | |
michaldrobot.com
Finally back to Montreal after excellent Digital Dragons 2014 conference. It was tons of fun and very relevant talks. I was asked to deliver a rather 'hardcore' talk for programming track. "Low Level Optimizations for GCN" - "Hacking the Next Generation" focuses on: AMD GCN ISA performance characteristics ALU bottlenecks new ISA subset (vs. previous... |
|
| | | | | ||
| | | | |
reindernijhoff.net
Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based |
|
| | | |||