RenderingPipeline

from geometry to pixels

Hardware

First impressions of the Oculus Rift

A few days ago at gamescom I had the chance to test the Oculus Rift. If you haven’t heard of it yet, check out the kickstarter project page. The Rift is basically a head mounted display build with a head tracking sensor an a high field of view screen. When you get the device for […]

 

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Intel Ivy Bridge documents released

Intel has released there documents describing the HD 2500 and HD 4000 graphics chips embedded in the Ivy Bridge processors. I updated my Low-Level GPU Documents collection and moved it from a blog post to a seperate page. Thanks Intel for these detailed and up-to-date information!

 

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NVidias Adaptive Vertical Sync

One new feature of NVidias new GPU line GeForce 600 (aka Kepler) is called ‘Adaptive Vertical Sync’ and from the slides and first descriptions it seems to be the OpenGL feature that Carmack was lobbying for: WGL_EXT_swap_control_tear / GLX_EXT_swap_control_tear. As long as the framerate is below 60Hz it behaves like no VSync is active – […]

 

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Low-Level GPU Documentation

NOTE: As this document is growing, I moved it to a seperate page. Click here to get to the most recent version. Old content: While programming graphics applications means programming against an API that abstracts us from the actual hardware (OpenGL, Direct3D), it can still be interesting to dig a bit deeper. Having a good […]

 

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GPU Rasterizer Pattern

Visualizing the pattern in which the fragment processors are called for the individual fragments are some kind of ‘Hello World’ for atomic counters. The order in which the fragments generated by a draw call are created and the fragment shaders are calles are not defined, so the hardware can choose each order that best matches […]

 

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Ray Tracing on Intels MIC Architecture

Intel just released new information about there ongoing ray tracing for games project. For some years now intel is investigating the use of chips with lots of simple x86 cores for graphics, the first was codenamed Larrabee and was intended to become a full GPU but was later cancelled. The current prototypes are intended to […]

 

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Partially Resident Textures

AMDs latest GPUs have one interesting new feature: Partially resident textures, PRT for short are a new way to handle textures too large for the graphics memory. But let’s start at the beginning: Up till now GPUs didn’t have a memory management unit (MMU), so all the data for rendering had to be present in […]

 

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