Gerry Raptis

Gerry Raptis

Gerry Raptis is an engineer. He always has been one, despite jumping a few times between fields (civil engineering to software engineering then information systems to graphics, C# and Java to C++ and graphics APIs). His main passions are physical simulations, including chiefly – but not limited to – graphics and physics. He is part of the DevTech team at Imagination Technologies, working as the lead engineer for the PowerVR SDK.
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Vulkan synchronisation and graphics-compute-graphics hazards: Part I

How do you mix and match rasterisation and compute in a modern GPU? In modern rendering environments, there are a lot of cases where a compute workload is used during a frame. Compute is generic (non-fixed function) parallel programming on the GPU, commonly used for techniques that are either challenging, outright impossible, or simply inefficient to implement with the standard graphics pipeline (vertex/geometry/tessellation/raster/fragment).

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If you have any enquiries regarding any of our blog posts, please contact:

United Kingdom

benny.har-even@imgtec.com
Tel: +44 (0)1923 260 511

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