{"author_name":"tukiserver","height":"190","type":"rich","url":"https://tukiserver.hatenablog.com/entry/2025/02/04/213617","description":"\u5143\u8a18\u4e8b \u7ffb\u8a33 Part 1: The rendering pipeline from 10,000 feet Input Assembly Vertex Shading Rasterization Pixel Shading Render Target Output The CPU and Draw Calls \u5143\u8a18\u4e8b rF2\u306edev guide\u3067\u76ee\u3092\u901a\u3059\u3088\u3046\u306b\u8a00\u308f\u308c\u3066\u3044\u308b fragmentbuffer.com \u7ffb\u8a33 Part 1: The rendering pipeline from 10,000 feet \u30e1\u30c3\u30b7\u30e5\u304c\u753b\u9762\u306b\u8868\u793a\u3055\u308c\u308b\u306b\u306f\u3001GPU\u3092\u901a\u904e\u3057\u3066\u51e6\u7406\u3055\u308c\u3001\u30ec\u30f3\u30c0\u30ea\u30f3\u30b0\u3055\u308c\u308b\u5fc5\u8981\u304c\u2026","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/t/tukiserver/20250204/20250204135413.png","version":"1.0","provider_url":"https://hatena.blog","blog_title":"\u3064\u304d\u30d6\u30ed","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Ftukiserver.hatenablog.com%2Fentry%2F2025%2F02%2F04%2F213617\" title=\"GPU Performance for Game Artists Part1 \u7ffb\u8a33 - \u3064\u304d\u30d6\u30ed\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","published":"2025-02-04 21:36:17","provider_name":"Hatena Blog","author_url":"https://blog.hatena.ne.jp/tukiserver/","categories":["\u81ea\u5206\u7528"],"title":"GPU Performance for Game Artists Part1 \u7ffb\u8a33","width":"100%","blog_url":"https://tukiserver.hatenablog.com/"}