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| | Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a b...
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| | Frame breakdown of Tuxedo Labs' voxel-based game
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| | A Rendering Architecture for high-resolution Displays and Console Games ----------------------------------- Document History: - Initial Pu...
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| 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...