Oli Wright – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2024-08-28T18:12:30Z http://www.open-lab.net/blog/feed/ Oli Wright <![CDATA[Identifying Shader Limiters with the Shader Profiler in NVIDIA Nsight Graphics]]> http://www.open-lab.net/blog/?p=46703 2024-08-28T18:12:30Z 2022-04-26T00:18:24Z UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler...]]>

UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler enables you to examine the most expensive shaders at each moment in your frame. For more information, see GPU Trace UI in the Nsight Graphics User Guide. A less well-known but cool feature of NVIDIA Nsight Graphics is the Shader…

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Oli Wright <![CDATA[Managing Memory for Acceleration Structures in DirectX Raytracing]]> http://www.open-lab.net/blog/?p=22913 2022-08-21T23:40:52Z 2021-01-29T19:29:50Z In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured...]]>

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured buffers, and so on. It’s natural to think that each individual object, such as a texture, is always one resource. In this post, I discuss DXR’s Bottom Level Acceleration Structures (BLASes) and best practices with regard to managing them.

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