Work Graphs in Direct3D 12: A Case Study of Deferred Shading – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-07-26T02:39:18Z http://www.open-lab.net/blog/feed/ Wessam Bahnassi <![CDATA[Work Graphs in Direct3D 12: A Case Study of Deferred Shading]]> http://www.open-lab.net/blog/?p=78888 2024-09-04T22:44:13Z 2024-03-11T17:00:00Z 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...

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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