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| | Shader Printf in HLSL and DX12 (therealmjp.github.io) | |
48 points by davikr on Jan 8, 2024 | past | 6 comments
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| | The Shader Permutation Problem – Part 1: How Did We Get Here? (2021) (therealmjp.github.io) | |
62 points by davikr on Aug 1, 2023 | past | 26 comments
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| | Adventures in Retro Development: SNES Edition (therealmjp.github.io) | |
2 points by ingve on June 17, 2023 | past
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| | GPU Memory Pools in D3D12 (therealmjp.github.io) | |
1 point by mariuz on Aug 4, 2022 | past
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| | Half the Precision, Twice the Fun: Working with FP16 in HLSL (therealmjp.github.io) | |
1 point by zdw on Oct 24, 2019 | past
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| | An Introduction to Real-Time Subsurface Scattering (therealmjp.github.io) | |
147 points by mariuz on Oct 22, 2019 | past | 4 comments
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| | An Introduction to Real-Time Subsurface Scattering (therealmjp.github.io) | |
2 points by Impossible on Oct 7, 2019 | past
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| | What Is a Barrier? (therealmjp.github.io) | |
1 point by noch on Oct 7, 2019 | past
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| | Hello, Hugo (therealmjp.github.io) | |
1 point by ingve on Aug 13, 2019 | past
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