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This week I’ve been playing with the idea of a declarative API for scene graph construction in Swift.
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I expected to have to wait 12 more years to write this post.
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Another WWDC is in the books, and with it came a major update to many platform technologies, including Metal.
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In this article, I will outline how to render high dynamic range (HDR) video with Metal.
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Welcome back to our ten-year retrospective on the Metal API.
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Introduction In 2014, when Apple introduced the Metal graphics API, the landscape of computer graphics APIs was dominated by long-established standards like OpenGL.
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Metal 3, introduced by Apple at WWDC 2022, brought with it a significant number of features that enable modern rendering techniques, faster resource loading, and flexible shader compilation.
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In this article we will take a look at how to do tessellation on the GPU with Metal.
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With the advent of iPhone 13 comes a new generation of Apple-designed system-on-a-chip: the A15 Bionic.
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In the previous article we took a first look at WebGPU and got familiar with the essential pieces of the API, the command submission model, and drawing in 2D from a static buffer.