If you want to learn more about the GPU-driven rendering tech that we built for #AlanWake2 there's now a video recording of the talk that I did earlier this year at Digital Dragons:
Senior Graphics Programmer @RemedyGames. I tweet about real-time computer graphics and machine learning. Fantasy and sci-fi books and manga connoisseur. 日本語OK.
- I'll be at this year's Digital Dragons giving a talk about mesh shaders and the GPU-driven rendering pipeline that powers Alan Wake 2! Lots of interesting low-level optimizations and data on how mesh shaders perform on a shipped title! See you there! 👋🐲 Give a warm welcome to our next speaker: Erik Jansson - Senior Graphics Programmer from @remedygames! 🟢 Topic: GPU-driven Rendering with Mesh Shaders in Alan Wake 2 🪪 Buy your early bird ticket here: tickets.digitaldragons.pl
- It turns out that rolling your own per-triangle culling in a mesh shader can be a good idea... There's usually spare ALU (even on the consoles) and the cost of export is so long in comparison that it can be a big win. Reminds me of the golden days of doing software rasterization!
- Thank you @AndrewGlassner for your awesome books!
- "Principles of Digital Image Synthesis" by @AndrewGlassner has to be one of the most amazingly complete books I've read on rendering so far.


