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maskray.me | ||
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www.euccas.me
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| | | | | [AI summary] This technical article provides a comprehensive in-depth explanation of the zlib library, covering its internal implementation of the deflate algorithm (LZ77 and Huffman encoding), I/O buffering strategies, and various performance optimizations from companies like Intel, Google, and Facebook. | |
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www.chriswarbo.net
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| | | | | [AI summary] The author discusses using a FUSE-based compressed filesystem on Linux to store and manage a massive ProTracker music archive efficiently, explaining the principles of filesystem mounting and various compression algorithms. | |
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www.nayuki.io
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| | | | | [AI summary] This document defines the 'deflate' compressed data format, which is used in various applications like GZIP and PNG. It outlines the structure of compressed data, including headers, Huffman codes for compression, and the use of LZ77 for data compression. The document also covers compliance requirements, compression algorithms, and references to relevant standards and patents. The format is designed to be efficient and widely applicable, with a focus on decompression and data integrity. | |
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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... | ||