Screen-filling Rasterization, Nvidia vs. Intel vs. AMD
Project 4 CUDA Rasterizer
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Last Updated: September 24, 2026
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Summary
Guest lecture I gave at the University of Pennsylvania in November 2023, covering the WebGPU graphics API. Covers a wide ... Our apprentice Cédric Girardin made a great video about the A quick video of my CUDA Pathtracer running showing reflection, refraction, depth-of-field, etc ... This is pretty low-res so I'm going ... Let's try to turn some dot products into a 3D world! Support my work (and get early access to new videos and source code) on ... Rendering a textured, subdivided version of the Stanford Dragon model on my RTX 2070 Super Resources: • Renderer: github.com/cococry/corender • Compositor: github.com/cococry/vortex • Reference Markus Steinberger (TU Graz) Keynote at CESCG 2019. Support this channel via a special purpose donation to the Georgia Tech Foundation (GTF210000920), earmarked for my work: ... Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle.