/explore
|
You are here |
c0de517e.blogspot.com | ||
| | | | |
www.jendrikillner.com
[AI summary] This article covers graphics programming topics including implementing printf in shaders, generating simplex noise, portability of noise calculations across GPUs, and a job posting for an Unreal Developer at Threedy. |
|
| | | | | ||
| | | | |
morad.in
Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...] |
|
| | | | | ||
| | | | |
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... |
|
| | | | | ||
| | | | |
nickmcd.me
|
|
| | | |||