- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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#include <math_constants> | |
#include <median> | |
#include <billboard> | |
#include <affine_transform> | |
glsl float linearStep(float a, float b, float x) { | |
return clamp((x-a)/(b-a), 0.0, 1.0); | |
} |
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#include <experimental/coroutine> | |
#include <stdexcept> | |
#include <variant> | |
namespace detail { | |
// simple type erasure for iterators | |
template<typename T> | |
struct generic_iterable | |
{ |
The main goal is to implement a GPU driven renderer for Godot 4.x. This is a renderer that happens entirely on GPU (no CPU Dispatches during opaque pass).
Additionally, this is a renderer that relies exclusively on raytracing (and a base raster pass aided by raytracing).
It is important to make a note that we dont want to implement a GPU driven renderer similar to that of AAA/Unreal, as example.