Engineering specs for DirectX features.| DirectX-Specs
In the previous blog post I described a simple workgraph implementation of a hybrid shadowing system. It was based on a tile classification system with 3 levels (or nodes in workgraph parlance), on…| Interplay of Light
GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases where the CPU could bottleneck a game’s…| NVIDIA Technical Blog