Breaking Down Barriers – Part 3: Multiple Command Processors

Welcome to Part 3 of the series! In this article, I’m going to talk a bit about how multiple command processors can be used to increase the overall performance of a GPU by reducing the amount of time that shader cores sit idle. Flushing Performance Down The Drain Looking back on our fictional GPU that […]

SG Series Part 6: Step Into The Baking Lab

This is part 6 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 – A Brief (and Incomplete) History of Baked Lighting Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse Lighting From an SG Light Source Part 4 – Specular Lighting From an SG […]