I added mipmapping support to the software renderer for my GPGPU project.
Showing posts with label rendering. Show all posts
Showing posts with label rendering. Show all posts
Sunday, December 21, 2014
Friday, November 30, 2012
Waiting in line...
I updated the simple 3d engine running on the GPGPU I've been hacking on to use a more sophisticated runtime. The original incarnation of the engine used a single strand to perform all of the work serially. That won't scale up to multiple cores and performs suboptimally as utilizing hardware multi-threading is essential to get good performance on this architecture.
Labels:
gpgpu,
performance,
profiling,
rendering,
synchronization
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