Work Graphs in Direct3D 12: A Case Study of Deferred Shading

Originally published at: https://developer.nvidia.com/blog/work-graphs-in-direct3d-12-a-case-study-of-deferred-shading/

When it comes to game application performance, GPU-driven rendering enables better scalability for handling large virtual scenes. Direct3D 12 (D3D12) introduces work graphs as a programming paradigm that enables the GPU to generate work for itself on the fly. For an introduction to work graphs, see Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12.…