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
Workgraphs is a new feature added recently to DirectX12 with hardware support from NVidia and AMD. It aims to enable a GPU to produce and consume work without involving the CPU in dispatching that …| Interplay of Light
With recent GPUs and shader models there is good support for 16 bit floating point numbers and operations in shaders. On paper, the main advantages of the a fp16 representation are that it allows p…| Interplay of Light
It is common knowledge that removing unnecessary work is a crucial mechanism for achieving good performance on the GPU. We routinely create lists of visible model instances of example using frustum…| Interplay of Light