The complete guide to PowerVR Rogue GPUs: specifications, features, API support.SNB - SOA cloth simu with Intel's 256-bit Adv Vctr eXt.SNB - Onloaded Shadows: moved from GPU to CPU.SNB - DirectXdev SandyBridge - CPU to compensate GPU.Dead Rising2 X360 - 6000 zombies on screen.Xbox 360 Shaders and Performance: How Not to Upset the GPU.Xbox 360 Architecture - A Practical Analysis.XB1 PS4 optimization of depth tests That Use ReZ/HiZ/Conservative Z Exports - EarlyZ + LateZ = massive gain when significant overdraw / expensive PS.Sony PS4 Pro Checkerboard rendering for 4k upscale-antialiasing.Sony PS4 Pro 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Graham Wihlidal.A look at the PowerVR graphics architecture: Tile-based rendering - Imagination Blog.Understanding PowerVR Series5XT TBDR Tile Based Deferred Rendering and architecture efficiency.Bringing AAA Graphics to Mobile Platforms.A trip through the Graphics Pipeline 2011.SwiftShader - Reference implementation and fallback - SIGGRAPH Jul19.Graphics APIs / Platforms - Caleb Cornett, Google Sheets.Table of graphic API status across platforms - Nicolas Lelong on Twitter.Graphics APIs / Platforms - Caleb Cornett.Real-Time Rendering - random paper reference.GPU architecture types explained: immediate, tile-based, deferred.1.8 Deferred rendering - ForwardPlus - Tile based renderingġ.10 Virtual Textures - Sparse Voxel Octree - Voxelsġ.19 DirectRaytracing DRX Nvidia RTX - Vulkan Raytracingġ.36 Color space, filters, distance fieldĥ.7 Functional languages - other languages
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