The Curious Engineer

All blogs / Graphics

RasterGrid

rastergrid.com

GraphicsPerformance / optimization

Posts
30 from 18 Jan 2010 to 3 Mar 2026
Posting
now and then (1 in the last year)
Kind
company blog
Feed
https://www.rastergrid.com/feed/

2026 1

  1. Vulkan memory barriers and image layouts explained

2025 1

  1. The Vulkan SC Emulation driver stack

2024 1

  1. Behind the scenes: the Vulkan SC Ecosystem

2022 1

  1. SIMD in the GPU world

2021 5

  1. Multisampling primer
  2. GPU architecture types explained
  3. Video compression basics
  4. Custom memory allocators
  5. Understanding GPU caches

2020 1

  1. Memory types of discrete GPUs

2011 3

  1. An introduction to OpenGL 4.2
  2. Multi-Draw-Indirect is here
  3. Frei-Chen edge detector

2010 17

  1. Suggestions for OpenGL 4.2 and beyond
  2. Texture and buffer access performance
  3. GPU based dynamic geometry LOD
  4. Hierarchical-Z map based occlusion culling
  5. OpenGL 4.0 – Mountains demo released
  6. History of hardware tessellation
  7. Efficient Gaussian blur with linear sampling
  8. An introduction to OpenGL 4.1
  9. Instance Cloud Reduction reloaded
  10. A brief preview of the new features introduced by OpenGL 3.3 and 4.0
  11. One more degree of freedom for C++
  12. Instance culling using geometry shaders
  13. Synchronizable objects for C++
  14. Flawless alternative to SDL
  15. Never seen flexibility for Delphi
  16. Exploit parallelism with the least effort
  17. Uniform Buffers VS Texture Buffers