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Questions tagged [gpu]

Questions related to the massively parallel computing units targeting effective computer graphics in modern machines.

0 votes
0 answers
64 views

When should you use single command buffer vs multiple command buffers for Render to Texture (RTT) in Metal? I am implementing a Render to Texture (RTT) technique in Metal, and I’ve come across two ...
Argha Chakraborty's user avatar
0 votes
1 answer
143 views

If we take screenshot of image displayed on a monitor screen, then does it take only framebuffer data? Does the framebuffer data is independent of display screen properties like contrast, brightness? ...
Techie's user avatar
  • 1
0 votes
1 answer
139 views

I'm currently on a journey of writing a basic path-tracer. My current implementation uses fragment shaders to run the path tracing algorithm per pixel. I am at the point where I need to start ...
unusually_crispy_crisps's user avatar
0 votes
1 answer
104 views

I am sorry if the question is too basic but I am just starting with the graphics library. My question is when I invoke draw API in openGL who does the actual job of drawing/coloring of the actual ...
Himanshuman's user avatar
0 votes
1 answer
226 views

Wouldn't it be better if instead of unified shaders on the GPU you had separate pixels and vertex shaders again and the vertex shaders together with the Z-buffer were on the CPU die instead of on the ...
Coder's user avatar
  • 175
5 votes
4 answers
2k views

What were the benefits of primitive quadrilateral rendering used by Nvidia's NV1 graphic chip over triangle based rendering? And what was the reason why Nvidia followed this approach?
Coder's user avatar
  • 175
0 votes
0 answers
152 views

I have a GeForce GTX 980 GPU and wanted to know their register names and what they do so I can code my game in NASM for the physics, logic and communicating with the GPU Assembler. However, I haven't ...
Eric Wright's user avatar
0 votes
0 answers
79 views

we have a Windows/DirectX11 2D Renderer that paints textured triangles to the screen from back to front. There is no face-culling or depth test activated. Now on AMD GPUs it happens randomly that an ...
user20154's user avatar
0 votes
1 answer
202 views

GPUs have a smaller instruction set than a CPU does, but that means that from an architecture POV all the instructions in a GPU have a combination of slower CPU equivalent instructions?
Raul Lapeira Herrero's user avatar
5 votes
3 answers
5k views

Obviously, conceptually, a meshlet is just a small mesh. But what is the reason for making the distinction then? I'm assuming it has to do with how they are implemented. In a meshlet architecture, ...
Chris Gnam's user avatar
1 vote
0 answers
60 views

I am not sure if i am on the right forum. Let me know where to go if i'm wrong. I have an ASUS mATX motherboard H110M2 and PNY Quardro P620. Initially I put it into a mini tower which only had a 450W ...
Hoy Cheung's user avatar
0 votes
1 answer
335 views

I have written a relatively simple interactive C program using OpenGL 4.4 with a vertex shader and a fragment shader, running in the CodeBlocks IDE on Windows. I included an FPS counter basically as ...
Simon's user avatar
  • 213
10 votes
6 answers
7k views

Right now, if you want to use a GPU, you have to do it through graphics APIs like DirectX or Vulkan. These APIs are meant to be hardware-independent, but more often than not, they are tied to a ...
J22o's user avatar
  • 209
0 votes
0 answers
186 views

Say I have a couple of meshes that I want to reupload to GPU for each frame. I can do this by generating a single array from all the meshes on CPU and then uploading to GPU (ex with ...
Lenny White's user avatar
2 votes
1 answer
418 views

On CPU dynamic arrays are often used to store data of dynamic size, and often implemented by doubling the size when the array is full and copying the data over. The data structure has amortized O(1) ...
Lenny White's user avatar

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