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3
votes
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For each of major vendor's latest GPU architectures, is there a clear maximum "triangles/second" bottleneck? If so, what is it architecturally and what is the performance? …
asked Jan 23 '16 by Daniel M Gessel
4
votes
1answer
Open GL and other graphics APIs support floating point formats smaller than 32 bits (e.g. see https://www.opengl.org/wiki/Small_Float_Formats). While GPUs seem to handle these formats natively, CPUs h …
asked Feb 13 '16 by Daniel M Gessel
3
votes
Multiprocessors (called a SMM in Maxwell), implying each Maxwell SMM has the same polygon throughput per clock as a Kepler SMX. The number of SMMs in a particular GPU isn't always easy to find, but …
answered Jan 26 '16 by Daniel M Gessel
4
votes
1answer
Down the road, I'm planning to implement one or another GPU based ambient occlusion technique. My goal will be to approximate a physically based offline renderer, so I was pretty happy when Wikipedia …
asked Mar 9 '16 by Daniel M Gessel
5
votes
GPUs can efficiently scale an image by an arbitrary amount (within limits - display options fall within those limits by design) either using a 3D rendering operation or as the signal is sent from GPU … generally rely on the GPU), one of these two methods will be used. Display scaling is essentially "free", so it is preferred and the lower the resolution the game is originally rendered the faster the …
answered Dec 21 '16 by Daniel M Gessel
0
votes
(although not compatible with ATI/AMD's existing HW), making tessellation support a de-facto requirement for all GPU makers. …
answered May 6 '16 by Daniel M Gessel
4
votes
0answers
What improvements and alternatives have been developed since HLBVH was introduced in the 2010 paper HLBVH: Hierarcihcal LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry by J. Pantaleoni …
asked Mar 26 '18 by Daniel M Gessel