~/talk

“Design Patterns for Low-Level Real-Time Rendering”

Talkat CppCon 2017 · 2017-09-24..09-29· [game-development]
links:none on file
slides:none on file

New GPU APIs like Vulkan Direct3D 12 and Metal give fine control but add complexity; the talk claims patterns that cut that complexity by an order of magnitude while improving performance. Concrete techniques: a DirectX 12 ray tracer prototype, ring buffer streaming returning CPU and GPU addresses, descriptor streaming, fences for GPU/CPU sync, parallel command recording with fork/join and hyperobject merging, and a frame graph scheduler that inserts barriers, reuses memory and elides dead passes.

AI-written summary · about

  1. 0:00Introduction to talk
  2. 2:47GPU programming basics
  3. 17:52Designing a renderer
  4. 21:37Ring buffers for streaming
  5. 30:51Parallel command recording
  6. 37:05Scheduling GPU work
  7. 51:21Summary and acknowledgments
  8. 52:11Q&A session
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.