์žฅ๊ธฐ ๋ชฉํ‘œ

๋ชจ๋˜ ๊ทธ๋ž˜ํ”ฝ์Šค API๋Š” D3D12์— ์ง‘์ค‘ + ์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๊ตฌํ˜„ + ๊ธฐ๋ณธ์ ์ธ ๊ฒŒ์ž„ ํ”„๋ ˆ์ž„์›Œํฌ/ํ”ผ์ณ ํ”„๋กœ์ ํŠธ => Anya

๋Ÿฌ์ŠคํŠธ ํ™œ์šฉ์€ CPU ์‚ฌ์ด๋“œ (์ถ”ํ›„ ์ปดํ“จํŠธ ์‰์ด๋”๋‚˜ CUDA ๊ธฐ๋ฐ˜์œผ๋กœ) ํŒจ์Šค ํŠธ๋ ˆ์ด์„œ ๊ฐœ๋ฐœ ํ”„๋กœ์ ํŠธ => nene

๋‹จ๊ธฐ ๋ชฉํ‘œ

C++ Custom Allocator ๋ฒˆ์—ญ ๋ฐ ๊ณต๋ถ€, ํ•„์š”ํ•œ ๋ถ€๋ถ„๋งŒ ์„ ํƒ์ ์œผ๋กœ ๊ตฌํ˜„

Anya API ๋””์ž์ธ ๋ฐ ๊ตฌํ˜„(์–ด์ฐจํ”ผ D3D12 ๋งŒ ์ง€์›ํ•˜๊ณ  ๋ชฉํ‘œ ์ž์ฒด๊ฐ€ ๊ทธ๋ž˜ํ”ฝ์Šค API ์ถ”์ƒํ™” ๋ ˆ์ด์–ด๋ฅผ ์Œ“๋Š”๊ฒŒ ์•„๋‹ˆ๋ฏ€๋กœ, ์•„ํ‹ฐํด๋“ค ๋ฒˆ์—ญํ•ด๋‚˜๊ฐ€๋ฉฐ, ๋ž˜ํผ API๋ฅผ ๋งŒ๋“ค์–ด์•ผํ•  ๋ถ€๋ถ„ ์ •ํ•˜๊ธฐ => ๊ณผ๋„ํ•œ ์ถ”์ƒํ™” ํ”ผํ•˜๊ธฐ)

Resource Handling in D3D12 ๋ฒˆ์—ญ

Textures in D3D12 ๋ฒˆ์—ญ (ํŒŒํŠธ 1, 2)

Compute Shaders in D3D12 ๋ฒˆ์—ญ

Render Graphs ์•„ํ‹ฐํด ๋ฒˆ์—ญ (Riccardo, Palvo)

Modern C++์„ ์‚ฌ์šฉํ•œ ํƒœ์Šคํฌ ๋งค๋‹ˆ์ € ๊ตฌํ˜„

Optimized C++ 2์žฅ, 3์žฅ, 7์žฅ, 8์žฅ, 11์žฅ, 12์žฅ ์ฝ๊ธฐ

Tile based ๋ Œ๋”๋ง ์ฐธ๊ณ ์ž๋ฃŒ ๋ชจ์œผ๊ธฐ


๋‰ด ๊ฒŒ์ž„ ๋ณด๊ธฐ