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      <image:title>Blog - No Graphics API - Make it stand out</image:title>
      <image:caption>Cascading signal→wait with independent work between producer→consumer avoids GPU stalls. Image © Timothy Lottes.</image:caption>
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      <image:title>Blog - No Graphics API - Make it stand out</image:title>
      <image:caption>GPU-based clay simulation and ray-tracing tech in Claybook (Sebastian Aaltonen, GDC 2018): I optimized the Unreal Engine 4 console barrier implementations (Xbox One, PS4) to allow render target overlap. The barrier stall is avoided.</image:caption>
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      <image:title>Blog - No Graphics API - Make it stand out</image:title>
      <image:caption>AMD RDNA (2019): Improved cache hierarchy, DCC and display engine in the RDNA architecture. L2$ contains DCC compressed data. (De)compressor sits between L2$ and lower levels. L0$ (texture) is decompressed. Image © AMD.</image:caption>
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      <image:caption>3dFX Voodoo 2 12MB (1998): Individual processors and traces between them and their own memory chips (four 1MB chips for each processor) are clearly visible. Image © TechPowerUp.</image:caption>
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