Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights. http://aras-p.info/blog/2018/04/25/Daily-Pathtracer-12-GPU-Buffer-Oriented-D3D11/
@aras nice to see that I'm not the only one struggling with GPU optimization ;) still waiting for a tool to debug and step through vulkan/SPIR-V shader code.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.