The curious case of slow raytracing on a high end GPU

I’ve typically been doing my compute shader based raytracing experiments with my toy engine on my ancient laptop that features an Intel HD4000 GPU. That GPU is mostly good to prove that the techniques work and to get some pretty screenshots but the performance is far from real-time with 1 ray-per-pixel GI for the following scene costing around 129 ms, rendering at 1280×720 (plugged in).

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The curious case of slow raytracing on a high end GPU

Book review: 3D Graphics Rendering Cookbook

I was recently invited to review the new 3D Graphics Rendering Cookbook book by Sergey Kosarevsky and Viktor Latypov. The main focus of the book is the implementation of a large variety of graphics techniques using both modern OpenGL and Vulkan, an interesting approach that can show the parallels between the two graphics APIs and act as a steppingstone for less experienced programmers towards a better understanding of Vulkan.

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Book review: 3D Graphics Rendering Cookbook