Graphic API

Glide will rise again

The interface to a graphical system. For the details of how the hardware works look at the GPU section.


    • Stateless : Low level API's such as DirectX12 and Vulkan.

    • State : State Machine style API's such as DirectX11 and OpenGL.

    • Obsolete : Ancient 3D API's that are no longer in use.

    • Software : Without any GPU to help out one needs to use software rendering. The rendering is done on the CPU and then moved to the video memory for display.

    • 2D: 2D graphic apis.

    • Debug Graphics : How to debug graphics issues.

    • Optimize Graphics : How to optimize graphics.


Graphics Library

Low Level Graphics Library (LLGL) - 2020

A Primer on sokol_gfx.h - 2020

sokol_gfx.h Backend Tour - 2020

Shader Debugging for BGFX Rendering Engine - 2019

Sokol - 2018

px_render - 2018

The-Forge - 2018

A Tour of sokol_gfx.h - 2017


Reference

Render Target Abstraction - 2021

The Missing Guide to Modern Graphics APIs – 2. PSOs - 2021

Graphics API abstraction - 2021

Deferred shading on mobile: An API overview - 2021


Multi-Adapter with Integrated and Discrete GPUs - 2020

gboisse / gfx 2020


Keeping the Blue Side Up: Coordinate Conventions for OpenGL, Metal and Vulkan - 2019


Vertex Formats - Compression and Fetch vs Pull - 2018

Musings on cross-platform graphics engine architectures - 2018 – Part 1 and Part 2

Never Map Again: Persistent Memory, System Memory, and Nothing In Between - 2018

Programmability of Graphics Pipelines - 2018

A High-Performance Software Graphics Pipeline Architecture for the GPU - 2018


A basic 3D scene implemented with various engines, frameworks or APIs. - 2017

Falcor: A Framework for Prototyping and Sharing Rendering Techniques, presentation - 2017

How to change display mode using WinAPI? - 2017

Designing A Modern Cross-Platform Graphics Library - 2017


Designing a Modern GPU Interface - 2015


Jonathan Ragan Kelley: Organizing Computation for High-Performance Visual Computing

https://www.youtube.com/watch?v=bgkji8TrBDI


New Quest Rendering Tech Promises Massive Gains in App Performance

https://www.roadtovr.com/oculus-quest-application-spacewarp-asw/


Interactive Volumetric Fog With Fluid Dynamics and Arbitrary Boundaries

Recovering Real-World Reflectance Properties and Shading From HDR Imagery

Improving GPU Memory Oversubscription Performance

Writing Portable Rendering Code with NVRHI

Access modern GPU features with WebGPU

Creative Use of GPU Fixed-Function Hardware

Compute versus Hardware

https://tellusim.com/compute-raster/

A Token Based Approach To Ordering Transitions

Advanced Shading Techniques with Pixel Local Storage


Debugging Your Renderer (4/n): End-to-end tests (or, why did that image change?)

https://pharr.org/matt/blog/2021/12/19/debugging-renderers-end-to-end-tests


Swapchains and frame pacing

https://raphlinus.github.io/ui/graphics/gpu/2021/10/22/swapchain-frame-pacing.html


[video] Rendering Lines in a Game Engine // Game Engine series

https://www.youtube.com/watch?v=KeLOfQoh8Vo


NVIDIA GTC: A Complete Overview of Nsight Developer Tools

https://developer.nvidia.com/blog/nvidia-gtc-a-complete-overview-of-nsight-developer-tools/


Abstracting the graphics api for a toy renderer

https://interplayoflight.wordpress.com/2022/03/12/abstracting-the-api-for-a-toy-renderer/


Bindless rendering — Setup

https://blog.traverseresearch.nl/bindless-rendering-setup-afeb678d77fc