1 minute ago, ongamex92 said:
I would just create a simple program that initializes a device and creates and calls a compute shader from a file.
Then I would do some "procedural" image generation, nothing fancy starting from : "casting rays from each pixel and intersecting them with s hardcoded sphere in the shader".
Otherwise if you're not specifically interested in Graphics APIs. I would start with CUDA or OpenCL.
I already have baseline renderer. I just wanted to learn the "CS way of thinking" while implementing something. I mean I guess I know how to map an existing pixel shader to a compute shader... I think... but I would really like to get into the right mindset to leverage compute
12 minutes ago, Infinisearch said:
Are you talking about the DX12 mini engine?
Anyway as far as compute shaders go how about starting off with a blur filter?
Yes, I mean the Microsoft one, I was googling for samples and ended up on their github page. Looks great, but a bit too advanced for me at the moment
As I wrote above I think I know how to translate a pixel shader into compute, I feel I don't know how to take advantage of compute or to start thinking properly about them and not 1 thread == 1 pixel. I keep reading about how compute allow for new and interesting things and that's what I would like to start looking at..
I guess with a blur I could try sharing samples? Do you have any resources that explain in a noob friendly way (this is my first real approach to graphics programming) how compute helps in that?
I have read post around mentioning access patterns and stuff like that, is there something you suggest to read around this ? Any basic guidelines?
Thanks!
Jacques