Diary of a Graphics Programmer
Wednesday, August 12, 2015
Implementation of the GPU Pro 5 Screen-Space Glossy Reflection Algorithm
›
Someone (can't find the name on the website) provided an implementation of a GPU Pro 5 article: http://roar11.com/2015/07/screen-spac...
Wednesday, July 1, 2015
MVP Award
›
This year I was honored with an MVP award. This is the tenth time in a row and I am very excited about this. I would like to thank everyone...
Sunday, June 14, 2015
Link Collection
›
Here are some links that show some interesting progress: HUSL is a human-friendly alternative to HSL The Lost Art of C Structure Pa...
Sunday, May 31, 2015
Multi-GPU Game Engine
›
Many high-end rendering solutions for -for example- battlefield simulations can utilize now hardware solutions with multiple consumer GPUs....
4 comments:
Wednesday, May 27, 2015
V Buffer - Deferred Lighting Re-Thought
›
After eight years I would like to go back to re-design the existing rendering systems, so that they are capable to run more efficiently on ...
Thursday, April 9, 2015
Introduction to Resource Binding in Microsoft DirectX* 12
›
I spent some time to write an article that should explain resource binding in DirectX 12. When I looked at this for the first time I had a ...
1 comment:
Monday, January 12, 2015
Reloaded: Compute Shader Optimizations for AMD GPUs: Parallel Reduction
›
After nearly a year, it was time to revisit the last blog entry. The source code of the example implementation was still on one of my hard-...
2 comments:
Wednesday, March 26, 2014
Compute Shader Optimizations for AMD GPUs: Parallel Reduction
›
We recently looked more often into compute shader optimizations on AMD platforms. Additionally I had a UCSD class in Winter that dealt with...
‹
›
Home
View web version