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seanzhang.me | ||
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siboehm.com
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| | | | | In this post, I'll iteratively optimize an implementation of matrix multiplication written in CUDA.My goal is not to build a cuBLAS replacement, but to deepl... | |
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www.thanassis.space
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| | | | | Optimizing code for the European Space Agency | |
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logins.github.io
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| | | | | Compute Shaders in D3D12 Why Talking About Compute Shaders Direct Compute has been part of DirectX since version 10. Its usages are multiple, but in general we can use the compute pipeline whenever we want to calculate something without the need of a rasterizer. This ability to generically adapt to any type of calculus makes the compute pipeline really useful in many areas, not only for real-time applications, but also for many science-related computations. In science, every operation that involves the word "GPGPU" (General Purpose GPU) has some kind of compute shader usage in it: high performance computing, physics simulations, classification, image processing are just to scratch the surface among the multitude of use cases. In a game engine, compute shader... | |
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blog.demofox.org
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| | | There's an interactive Bezier Triangles webGL demo I made that goes with this post, and what i used to make the 3d rendered images with. You can find here: http://demofox.org/BezierTriangle.html https://demofox2.files.wordpress.com/2019/12/cubicbeziertriangle.png Above is a cubic bezier triangle which has 10 control points. Each edge of the triangle is a cubic Bezier. That makes for 9... | ||