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Absolute memory bandwidth figures tend to look fairly large, especially for GPUs. This is deceptive. It’s much more useful to relate memory bandwidth to say the number of clock cycles or instructions being executed, to get a feel for what you can (and can’t) get away with. Let’s start with a historical example: the MOS 6502, first released in 1975 – 42 years ago, and one of the key chips in the mi
This is a reader question from “jlforrest” that seems worth answering in more detail than just a single sentence: I understand the need for a cache but I don’t understand why there are multiple levels of cache instead of having just one larger level. In other words, let’s say the L1 cache is 32K, the L2 cache is 256K, and the L3 cache is 2M, why not have a single 32K + 256K + 2M L1 cache? The shor
I’m planning to write a bit about data organization for multi-core scenarios. I started writing a first post but quickly realized that there are a few basics I need to cover first. In this post, I’ll try just that. Caches This is a whirlwhind primer on CPU caches. I’m assuming you know the basic concept, but you might not be familiar with some of the details. (If you are, feel free to skip this se
In January of 2013, some nice folks at Intel released a Software Occlusion Culling demo with full source code. I spent about two weekends playing around with the code, and after realizing that it made a great example for various things I’d been meaning to write about for a long time, started churning out blog posts about it for the next few weeks. This is the resulting series. Here’s the list of p
This is a cute little trick that would be way more useful if there was proper OS support for it. It’s useful in a fairly small number of cases, but it’s nice enough to be worth writing up. Ring buffers I’m assuming you know what a ring buffer is, and how it’s typically implemented. I’ve written about it before, focusing on different ways to keep count of the fill state (and what that means for the
It’s now been almost 5 years since we (farbrausch) released fr-041: debris, and almost 8 years since the somewhat ill-fated .kkrieger. We tried to package that technology up and sell it for a while, which I wasn’t particularly happy with when we decided to start doing it and extremely unhappy with by the time we stopped :). We decided to dissolve the company that owned the IP (.theprodukkt GmbH) a
Welcome. This is the index page for a series of blog posts I’m currently writing about the D3D/OpenGL graphics pipelines as actually implemented by GPUs. A lot of this is well known among graphics programmers, and there’s tons of papers on various bits and pieces of it, but one bit I’ve been annoyed with is that while there’s both broad overviews and very detailed information on individual compone
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