|
You are here |
reindernijhoff.net | ||
| | | | |
www.jendrikillner.com
|
|
| | | | | [AI summary] This blog post discusses advancements in graphics programming, including new rendering techniques, compression methods, and updates on GPU technologies, along with job opportunities and educational content. | |
| | | | |
varun.ca
|
|
| | | | | When building a 3D scene using libraries such as Three.js we generally use meshes. You define a geometry attach some material to it to... | |
| | | | |
jamie-wong.com
|
|
| | | | | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called | |
| | | | |
timur.hu
|
|
| | | 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... | ||