Resources – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Tiffany Yeung <![CDATA[New Ebook: A Beginner��s Guide to Large Language Models]]> http://www.open-lab.net/blog/?p=62861 2023-04-06T16:23:53Z 2023-04-05T18:37:19Z Download this free eBook to learn more about LLMs and how they are powering use cases such as chatbots, global translation, and summarization.]]> Download this free eBook to learn more about LLMs and how they are powering use cases such as chatbots, global translation, and summarization.LLM examples.

Download this free eBook to learn more about LLMs and how they are powering use cases such as chatbots, global translation, and summarization.

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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...

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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