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| | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light...
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| | Pixels and polygons and shaders, oh my!
| | therealmjp.github.io
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| Basics of GPU Memory Integrated/UMA GPUs Dedicated/NUMA GPUs How It Works In D3D12 Common Patterns in D3D12 Textures And The Two-Step Upload Should We Upload Buffers? Working With The COPY Queue Two COPY Queues Are Better Than One? Allocating Staging Memory What About DirectStorage? Results From My Testing App CPU Write Performance CPU Read Performance GPU Read Performance, Normal Access GPU Read Performance, Non-Coalesced Access GPU Read Performance, Various Buffer Sizes Conclusion When the monkey's paw granted our wish for lower-level/explicit graphics APIs, one of the consequences was that we were much more directly exposed to the fact that GPUs can have their own separate set of physical memory.