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Given that this is from 2011 and that is an eternity in computer graphics, how applicable is this to the modern era?


It's very relevant. The parts shown here haven't changed. The biggest things we've gotten is just more control about command submission and dependencies etc. Otherwise the rasterization pipeline still chucks along exactly as shown here. (Yeah you might want to use mesh shaders, but they're not always supported. And there is RT stuff too. But what's in this article also works fine)


Agreed, but don’t forget about compute shaders: their programmer audience extends way beyond 3D, whereas RT with all it’s current limitations is only interesting for AAA game studios.


The fundamental math is always the same so it's still very relevant.


Reminds me of when I first started learning about GPUs. They've come a long way. I think back then it was basically rasterization and culling. It's been a long time, though.




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