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toji.dev | ||
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floooh.github.io
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| | | | | In a couple of days I will merge the new WebGPU backend in sokol_gfx.h, and instead of an oversizedchangelog entry I guess it's time for a new blog post inst... | |
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www.willusher.io
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| | | | | [AI summary] This article provides a step-by-step guide to setting up a WebGPU context and rendering a triangle on the screen, introducing the basics of WebGPU and its advantages over WebGL. It covers the setup of the rendering context, shader modules, vertex data, render pipeline configuration, and the rendering loop, culminating in a working example of a triangle being displayed. | |
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blog.mecheye.net
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| | | | | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency. | |
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www.sjbrown.co.uk
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| | | [AI summary] This post details the initial implementation and performance testing of a classical path tracer algorithm using NVIDIA CUDA on a GeForce 9500 GT graphics card. | ||