Showing posts with label rendering. Show all posts
Showing posts with label rendering. Show all posts

Sunday, December 21, 2014

Mip-Mapping

I added mipmapping support to the software renderer for my GPGPU project.

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.