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Drinking from the Firehose: Learning Computer Graphics Techniques and Programming

Graphics researchers waiting in the water fountain line at SIGGRAPH Yellowstone. Computer graphics as a field is broad, deep, complex, and intimidating. More than half a century of rapid progress driven by academic research and industry practices underly it. Parts delve pretty far into physics, math, signal processing, systems programming (and more). And performance is always at a premium—so…

Hierarchical Depth Buffers

Overview A hierarchical depth buffer is a multi-level depth (Z) buffer used as an acceleration structure for depth queries. As with normal texture mip chains, the dimensions of each level are generally successive power-of-2 fractions of the full-resolution buffer’s dimensions. In this article I present two techniques for generating a hierarchical depth buffer from a full-resolution one.…

Rendering Particles with Compute Shaders

Overview I developed a technique to render single-pixel particles (using additive blending) with compute shaders rather than the usual fixed-function rasterization with vertex and fragment shaders. My approach runs 31–350% faster than rasterization on the cases I tested and is particularly faster for some “pathological” cases (which for my application are not actually that…

PARTICULATE Privacy Policy

PARTICULATE Privacy PolicyWe do not collect any data, personal or otherwise, from your usage of the PARTICULATE app itself. We do not even run servers or databases that the app can communicate with.These are the only cases where we may collect information about you:1. When you give it to us directly. For example, personal information that you give us by sending it to us via email.