This post discusses topics such as the Micro engine and RDNA 3 ISA, the Brotli-G GPU compression library, voxel raytracing, Vulkan command buffer concepts, shader graph systems, the ZH3 format for spherical harmonics, and projection methods for spherical videos.

2m read time From jendrikillner.com
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AMD GPU architecture programming documentationPre-condition block compressed textures with Brotli-GRay Tracing with Voxels in C++ Series – Part 3Buffer Those Commands! // Vulkan For Beginners #8The shader graph contractZH3: Quadratic Zonal HarmonicsApple’s Mysterious Fisheye Projection

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