Posts by Christoph Kubisch
Technical Walkthrough
Oct 25, 2021
Advanced API Performance: Mesh Shaders
Mesh shaders are designed to overcome the bottlenecks of the fixed layout used by the classical geometry pipeline.
3 MIN READ
Technical Walkthrough
Dec 08, 2020
Using Mesh Shaders for Professional Graphics
Mesh shaders were introduced with the Turing architecture and are shipping with Ampere as well. In this post, I offer a detailed look over mesh shader…
15 MIN READ
Technical Walkthrough
Mar 17, 2020
New: Vulkan Device Generated Commands
We are releasing the VK_NV_device_generated_commands (DGC) Vulkan extension, which allows GPU generation of the most frequent rendering commands.
9 MIN READ
Technical Walkthrough
Apr 29, 2019
Pro Tip: Improved GLSL Syntax for Vulkan DescriptorSet Indexing
Sometimes the evolution of programming languages creates situations where "simple" tasks take a bit more complexity to express. Syntax annoyance slows down…
4 MIN READ
Technical Walkthrough
Sep 17, 2018
Introduction to Turing Mesh Shaders
Turing introduces a new programmable geometric shading pipeline, mesh shaders,, enabling threads to cooperatively generate compact meshes on the chip.
20 MIN READ