Показати скорочену інформацію

dc.contributor.authorRomanyuk, O. N.en
dc.contributor.authorBobko, O.en
dc.contributor.authorРоманюк, О. Н.uk
dc.date.accessioned2025-10-22T11:09:20Z
dc.date.available2025-10-22T11:09:20Z
dc.date.issued2025
dc.identifier.citationRomanyuk 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.isbn979-8-90046-510-4
dc.identifier.urihttps://ir.lib.vntu.edu.ua//handle/123456789/49860
dc.description.abstractThe 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.isoen_USen_US
dc.publisherStaten House LLCen
dc.relation.ispartofExpert opinion. № 2 : 268-273.en
dc.subject3D renderingen
dc.subjectGPUen
dc.subjectparallelismen
dc.subjectvertex shaderen
dc.subjectgeometry shaderen
dc.subjectfragment shaderen
dc.subjectmesh shadersen
dc.subjectVulkan APIen
dc.subjectSIMD/SIMTen
dc.subjectmulti-GPU renderingen
dc.titleParallel execution of vertex, geometry, and fragment shaders in parallelized rendering processesen
dc.typeArticle, professional foreign edition
dc.typeArticle
dc.identifier.udc004.92
dc.identifier.orcidhttps://orcid.org/0000-0002-2245-3364


Файли в цьому документі

Thumbnail

Даний документ включений в наступну(і) колекцію(ї)

Показати скорочену інформацію