MTuner

Knowledge

list reference from tools-engineer-checklist.md by Geoff Evans
Pipeline
  • Object, parent, global, camera, projection, viewport transforms
  • Point un-projection into rays, rect un-projection into frustums
  • Ray/frustum instersection vs. point, sphere, line, triangle
  • Clip space and screen-space primitive clipping
Rendering
  • Vertex buffers and common vertex attributes
  • Backface culling and winding order
  • Depth buffers, depth-test renderstate, depth prepass
  • Alpha values and blending functions
  • Sorting for rendering passes
  • Command buffers and immediate/deferred contexts
  • Examples of typical passes (as parts of a forward vs deferred frame)
Shaders
  • General graphics shader types and their args and results
  • Fixed function GPU hardware and how they speed up passes
  • How branches work, what they cost
  • Async compute


Resources