- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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# Xcode 4.3.3 | |
Apple clang version 3.1 (tags/Apple/clang-318.0.61) (based on LLVM 3.1svn) | |
Target: x86_64-apple-darwin11.4.0 | |
Thread model: posix | |
# Xcode 4.3.2 | |
Apple clang version 3.1 (tags/Apple/clang-318.0.58) (based on LLVM 3.1svn) | |
Target: x86_64-apple-darwin11.4.0 | |
Thread model: posix |
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# Xcode 6.2 (6C131e) | |
Swift version 1.1 (swift-600.0.57.4) | |
Target: x86_64-apple-darwin14.1.0 | |
# Xcode 6.3 (6D570) | |
Apple Swift version 1.2 (swiftlang-602.0.49.3 clang-clang-602.0.49) | |
Target: x86_64-apple-darwin14.1.0 | |
# Xcode 6.3.1 (6D1002) | |
Apple Swift version 1.2 (swiftlang-602.0.49.6 clang-602.0.49) |
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# Script to render a sequence of ply files with Blender. First, setup your scene | |
# and material for the imported meshes. Scene must be in "OBJECT"-mode. | |
# Fill in variables in options. | |
# References. | |
# See: http://blender.stackexchange.com/questions/24133/modify-obj-after-import-using-python | |
# and: http://blenderartists.org/forum/showthread.php?320309-How-to-import-ply-files-from-script | |
import bpy | |
# Options. | |
meshFolder = "" # Folder without ending "\\". |
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// This is free and unencumbered software released into the public domain. | |
// | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain. We make this dedication for the benefit |
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#include <stdio.h> | |
#include <stdint.h> | |
#define WARP_SIZE 32 | |
// | |
// | |
// |
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#!/bin/bash | |
# | |
# Build GCC with support for offloading to NVIDIA GPUs. | |
# | |
set -o nounset -o errexit | |
# Location of the installed CUDA toolkit | |
cuda=/usr/local/cuda |
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Interesting libraries I might like to use in a project... | |
Asset loading: | |
assetsys.h - virtual filesystem with ZIP backing, overlaying, etc https://github.com/mattiasgustavsson/libs/blob/master/docs/assetsys.md | |
cute_filewatch.h - file modification watching, for runtime reloading etc https://github.com/RandyGaul/cute_headers/blob/master/cute_filewatch.h | |
flatbuffers - data serialization, zero-copy deserialization, extensible schemas https://github.com/google/flatbuffers | |
stb_image - https://github.com/nothings/stb/blob/master/stb_image.h | |
tinyexr - https://github.com/syoyo/tinyexr | |
tinygltf - https://github.com/syoyo/tinygltf | |
tinyobjloader - https://github.com/syoyo/tinyobjloader |
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@echo off | |
setlocal | |
cd %~dp0 | |
call vcvars amd64 | |
..\..\bin\win32\nasm -f win64 -g -o histo_asm.obj histo_asm.nas || exit /b 1 | |
cl /Zi /O2 /nologo histotest.cpp histo_asm.obj || exit /b 1 |
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platform: 7.5 | |
ext: 7p5 | |
name: HSW | |
1 add add 0x40 Addition | |
0xfc0 u8 i8 u16 i16 u32 i32 , 0xfc0 u8 i8 u16 i16 u32 i32 | |
0x20000 f32 , 0xfc0 u8 i8 u16 i16 u32 i32 | |
0x20000 f32 , 0x20000 f32 | |
0x40000 f64 , 0x40000 f64 | |
3 addc addc 0x4e Addition with Carry | |
0x400 u32 , 0x400 u32 |
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