Multisampling is a well-understood technique used in computer graphics that enables applications to efficiently reduce geometry aliasing, yet not everybody is familiar with the entire toolset offered by modern GPU hardware to control multisampling behavior. In this article we present the behavior of basic multisampling and explore a set of controls that enable us to tune performance/quality trade-offs and open doors for more advanced rendering techniques.
The behavior of the graphics pipeline is practically standard across platforms and APIs, yet GPU vendors come up with unique solutions to accelerate it, the two major architecture types being tile-based and immediate-mode rendering GPUs. In this article we explore how they work, present their strengths/weaknesses, and discuss some of the implications the underlying GPU architecture may have on the efficiency of certain rendering algorithms.
The Khronos Group recently released a set of provisitional extensions adding video encoding and decoding capabilities to the Vulkan API, collectively referred to as Vulkan Video. This thus seemed like the perfect opportunity to provide an introduction to video compression from the perspective of a graphics programmer, and discuss why having integrated support for video encoding and decoding as part of the Vulkan API is an important step forward for the industry.