<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Compute Shaders on Jared Goronkin</title><link>https://jaredgoronkin.com/tags/compute-shaders/</link><description>Recent content in Compute Shaders on Jared Goronkin</description><generator>Hugo -- 0.160.1</generator><language>en-us</language><lastBuildDate>Sat, 30 Sep 2023 20:36:29 -0400</lastBuildDate><atom:link href="https://jaredgoronkin.com/tags/compute-shaders/index.xml" rel="self" type="application/rss+xml"/><item><title>Procedural Terrain</title><link>https://jaredgoronkin.com/projects/procedural-terrain/</link><pubDate>Sat, 30 Sep 2023 20:36:29 -0400</pubDate><guid>https://jaredgoronkin.com/projects/procedural-terrain/</guid><description>Built systems that let designers sculpt the final output, achieved overhangs without floating artifacts, and accelerated performance with compute shaders.</description></item></channel></rss>