Work Graphs in Direct3D 12: A Case Study of Deferred Shading

When it comes to game application performance, GPU-driven rendering enables better scalability for handling large virtual scenes. Direct3D 12 (D3D12) introduces…

When it comes to game application performance, GPU-driven rendering enables better scalability for handling large virtual scenes. Direct3D 12 (D3D12) introduces work graphs as a programming paradigm that enables the GPU to generate work for itself on the fly. For an introduction to work graphs, see Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12. This post features a Direct3D…

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