keywords: DirectX 12, Direct3D 12, D3D12, Vulkan, Asynchronous Compute, Async Compute

Documents

Advanced Graphics Tech: “Async Compute: Deep Dive” & “Raster Ordered Views and Conservative Rasterization”
https://www.gdcvault.com/play/1024385/Advanced-Graphics-Tech-Async-Compute

D3D Async compute for physics
Flex is a particle-based simulation library designed for real-time applications.
https://github.com/NVIDIAGameWorks/FleX

Using asynchronous compute on Arm Mali GPUs: A practical sample
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/using-asynchronous-compute-on-arm-mali-gpus

Moving To Vulkan Asynchronous Compute

Leveraging Asynchronous Queues for Concurrent Execution
https://gpuopen.com/learn/concurrent-execution-asynchronous-queues/

Examples

This sample demonstrates the use of asynchronous compute shaders (multi-engine) to simulate an n-body gravity system.
https://github.com/microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12nBodyGravity
nBody DirectX® 12 Sample (asynchronous compute version): slightly modified by AMD
https://github.com/GPUOpen-LibrariesAndSDKs/nBodyD3D12/tree/master/Samples/D3D12nBodyGravity

Vulkan timeline semaphore + async compute performance sample
https://github.com/nvpro-samples/vk_timeline_semaphore

Vulkan implementation of a particle rendering system using async compute.
https://github.com/Chainsawkitten/AsyncCompute


A little impatience will spoil great plans. -Chinese Proverbs