Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
So ... you want to put that LCD display in there, huh? Pity it's not a rectangular frame, isn't it? How are you going to fit a neat frame round that, huh? It's complicated, but ... not that complicated when you get used to it.
This article describes several strategies to update GPU resources in Diligent Engine (a modern low-level graphic library) as well as important internal details and performance implications related to each method.