Reading Between The Threads: Shader Intrinsics

GameWorks, GameWorks Expert Developer, DX11, DX12, Vulkan, OpenGL, nvapi, DesignWorks

Mathias Schott, posted Jul 29 2016

When writing compute shaders, it’s often necessary to communicate values between threads.

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Unlocking GPU Intrinsics in HLSL

GameWorks, GameWorks Expert Developer, DX11, DX12, nvapi

Alexey Panteleev, posted Jul 29 2016

There are some very useful "intrinsic" functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs.

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Depth Precision Visualized

GameWorks Expert Developer, DX12, DX11

Nathan Reed, posted Jul 15 2015

Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later.

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How About Constant Buffers?

GameWorks, GameWorks Expert Developer, DX12, DX11

Evan Hart, posted May 04 2015

Continuing along from my previous two posts in

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Understanding Structured Buffer Performance

GameWorks, GameWorks Expert Developer, DX12, DX11

Evan Hart, posted Apr 17 2015

Structured Buffers were a new addition to DirectX11. They offer expanded compute

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The Basics of GPU Voxelization

GameWorks, GameWorks Expert Developer, DX12, DX11

Masaya Takeshige, posted Mar 22 2015

What Can You Do With Voxelization?

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