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Graphics Programming weekly - Issue 142 — July 26, 2020

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Vulkan synchronisation and graphics-compute-graphics hazards: Part I

  • the article presents an overview of Vulkan barriers and shows how different barriers influence a PowerVR chip’s ability to overlap work

Vulkan synchronisation and graphics-compute-graphics hazards: Part 2

  • the second part of the series presents how to overlap work from two consecutive frames by submitting each frame to its own queue

using embree generated BVH trees for GPU raytracing

  • the blog post presents how to use the Intel Embree library to generate a BVH tree for use with a GPU raytracer
  • offers performance and memory comparisons for the different quality modes …

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