dc.contributor.author | Romanyuk, O. N. | en |
dc.contributor.author | Bobko, O. | en |
dc.contributor.author | Романюк, О. Н. | uk |
dc.date.accessioned | 2025-10-22T11:09:20Z | |
dc.date.available | 2025-10-22T11:09:20Z | |
dc.date.issued | 2025 | |
dc.identifier.citation | Romanyuk O., Bobko О. Parallel execution of vertex, geometry, and fragment shaders in parallelized rendering processes // Expert opinion. 2025. Electronic text data (PDF: 481 КБ). № 2. Р. 268-273. | en |
dc.identifier.isbn | 979-8-90046-510-4 | |
dc.identifier.uri | https://ir.lib.vntu.edu.ua//handle/123456789/49860 | |
dc.description.abstract | The article examines methods and architectural approaches to the parallel execution of the three key software stages of the graphics pipeline – vertex, geometry, and fragment shaders. The levels of parallelism employed in modern GPU architecture are analyzed, along with the interaction between shaders, synchronization mechanisms, internal pipeline processing, and practical optimization strategies. An analysis of bottlenecks, load balancing approaches, and new mechanisms such as mesh shading is provided. The results may be useful for graphics engine developers, GPU architects, and researchers in the field of computer graphics. | uk |
dc.language.iso | en_US | en_US |
dc.publisher | Staten House LLC | en |
dc.relation.ispartof | Expert opinion. № 2 : 268-273. | en |
dc.subject | 3D rendering | en |
dc.subject | GPU | en |
dc.subject | parallelism | en |
dc.subject | vertex shader | en |
dc.subject | geometry shader | en |
dc.subject | fragment shader | en |
dc.subject | mesh shaders | en |
dc.subject | Vulkan API | en |
dc.subject | SIMD/SIMT | en |
dc.subject | multi-GPU rendering | en |
dc.title | Parallel execution of vertex, geometry, and fragment shaders in parallelized rendering processes | en |
dc.type | Article, professional foreign edition | |
dc.type | Article | |
dc.identifier.udc | 004.92 | |
dc.identifier.orcid | https://orcid.org/0000-0002-2245-3364 | |