Considering Transfering to Nvidia Render Interface (NRI)

I recently found NRI and it’s really great. Unlike NVRHI, NRI has a cleaner design and modern Vulkan/DX12-ish low-level APIs. It also supports many modern features with official support, such as DLSS. As a PhD student specialising in VR & HPG, NRI seems to be the best RHI for my needs. NRI GitHub link: https://github.com/NVIDIA-RTX/NRI NRI is a modular, extensible, low-level abstract rendering interface that was designed to support all low-level features of D3D12 and Vulkan GAPIs. At the same time, it aims to simplify usage and reduce the amount of code needed (especially compared with VK). ...

November 15, 2025 · 3 min · 492 words · Kexuan Zhang

Depth Pre-Pass and Early-Z

We may have heard of these keywords: Depth Pre-Pass and Early-Z. But what situations do we actually need them for? Overdraw When rendering a complex 3D scene, multiple fragments may map to the same pixel on the screen — for example, when one object is in front of another. The GPU will still execute the fragment shader for each layer of geometry, even though only the nearest fragment is visible in the final image. This redundant work is called overdraw. ...

November 8, 2025 · 4 min · 785 words · Kexuan Zhang