Search Results for: render to texture

Introduction to Tessellation in Metal

In this article we will take a look at how to do tessellation on the GPU with Metal. Tessellation is a powerful technique for generating geometry dynamically with many use cases from CAD/CAM to game development and beyond. This article discusses the fundamentals of tessellation and how to do it in Metal; future articles will […]

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Understanding Metal Enhancements in the A15 Bionic GPU

With the advent of iPhone 13 comes a new generation of Apple-designed system-on-a-chip: the A15 Bionic. As has become expected, Apple has published a developer-oriented tech talk to explain the new and enhanced GPU features included in this latest cutting-edge offering. You can watch it here. The tech talk is the best official source of

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WebGPU for Metal Developers, Part Two

In the previous article we took a first look at WebGPU and got familiar with the essential pieces of the API, the command submission model, and drawing in 2D from a static buffer. In this article, we’ll look much deeper into WebGPU. Some of our topics include: texture creation and sampling displacement mapping in WGSL

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WebGPU for Metal Developers, Part One

Doing high-performance 3D rendering on the Web has always been a tricky proposition. WebGL, in its quest for programmer familiarity and cross-platform ubiquity, adopted the API of OpenGL ES. As such it has never been capable of exploiting the full power of the underlying GPU, even as desktop APIs like DirectX 12, Metal, and Vulkan

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What’s New in Metal (2019)

With WWDC 2019 over, it’s a good time to reflect on everything that was announced and start seeing how we can put it into practice. The purpose of this article is to round up the changes to the Metal framework and tools and provide pointers to where you can learn more. This was a banner

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Vertex Data and Vertex Descriptors

The purpose of this article is to describe and explore a foundational concept in Metal: vertex descriptors. Vertex descriptors are the glue between your application code (written in Objective-C or Swift) and your shader functions (written in the Metal Shading Language). They describe the shape of data consumed by your shaders. When I was writing

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Writing a Modern Metal App from Scratch: Part 2

In the previous article, we wrote enough Metal code to get the spinning silhouette of a teapot on the screen, but that still leaves a lot to be desired as far as a “modern” app is concerned. In this article, we’ll further flesh out the app and introduce lighting, materials, texturing, and managing multiple objects

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Writing a Modern Metal App from Scratch: Part 1

Getting Started This article is a quick introduction to how to use the Metal, MetalKit, and Model I/O frameworks in Swift. If you know your way around UIKit or Cocoa development, you should be able to follow along for the most part. Some things like shaders and matrices will be foreign to you, but you

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Metal Performance Shaders in Swift

What is the Metal Performance Shaders Framework? Announced at WWDC 2015, the Metal Performance Shaders (MPS) framework is a collection of high-performance image filters for iOS 9. Each filter in the library is an efficient black-box implementation of a common image processing task: blur, edge detection, convolution, etc. One useful trait of Apple’s black-box approach

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First Look at MetalKit

MetalKit is a forthcoming framework on iOS 9 and OS X El Capitan that greatly eases certain tasks such as presenting Metal content in a UIView or NSView, texture loading, and working with model data. This post is an overview of the features offered by MetalKit. Many of our articles so far have focused on

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