
Using the Vulkan® Validation Layers
Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues.
Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues.
For GPU-side dynamically generated data structures which need 3D spherical mappings, two of the most useful mappings are cubemaps and octahedral maps. This post explores the overhead of both mappings.
Asynchronous compute can help you to get the maximum GPU usage. I’ll be explaining the details based on the nBodyGravity sample from Microsoft.
Optimized tonemapper form of the technique Brian Karis talks about on Graphics Rants: Tone mapping. Replace the luma computation with max3(red,green,blue).