The compute shaders in both DirectX and OpenGL allow us to use the GPU in a way that is not pipelined as object->primitive->pixel.
In one sentence, what they allow you to do is dispatch an arbitrary number of GPU computing threads that operate in an arbitrary way on resources.
Sunday, May 12, 2013
Monday, May 6, 2013
GR Graphics - Post Processing
The conceptually and temporally final step before display on the screen, which is also optional but practically ever-present in modern graphics, is post-processing.
Post processing is basically any processing that happens after you create a ready - to - display 2D image from your 3D model data. HLSL and GLSL gives you a very convenient place to perform that post processing in the pixel shader.
Post processing is basically any processing that happens after you create a ready - to - display 2D image from your 3D model data. HLSL and GLSL gives you a very convenient place to perform that post processing in the pixel shader.
Thursday, May 2, 2013
Deferred shading - Dealing with low precision normal artifacts
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