from geometry to pixels


Ray-Tracing Hardware

Ray-Tracing vs. Rasterization The question which of these techniques is “better” is nearly as old as the field of computer graphics itself. As ray-tracing simulates light transport it is simple to get realistic images using this technique. This is why it is often used when realism is the top priority, e.g. in rendering movies. Rasterization […]


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(PowerVR SDK) “Cannot mix incompatible Qt library” problem fixed

While playing around with the PowerVR SDK on Linux I ran into a problem with incompatible QT library versions. Note that this problem happens for other software packages as well and might be solvable the same way. When starting the GUI tools I got theĀ error message: “Cannot mix incompatible Qt library (version 0x40806) with this […]



What’s the big deal with Apples Metal API?

During the WWDC 2014 keynote Apple surprised us all by announcing a new 3D graphics API: called Metal (try to google that…). But this one is not a new high level API on top of OpenGL ES (like SceneKit) but a new low level rendering and compute API which can replace OpenGL ES in games. […]


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Which GPUs support OpenGL ES 3.0?

With OpenGL ES 3 (codename Halti) was just released, the question arrises who will be the first to provide hardware support in there mobile GPUs. In fact, there are already some chips in the pipeline that support all the features necessary so we could see full ES3 support soon: PowerVR Series5 SGX545 from ImgTec, announced […]


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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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