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John Parsaie

@parsaie

Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)

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Latest posts by John Parsaie @parsaie

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This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months.

schedule.gdconf.com/session/stat...

06.03.2026 05:00 πŸ‘ 21 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0

Likely via dual scattering:

www.cemyuksel.com/research/dua...

Used in most engines to resolve multiple scattering events in hair quickly. The real hard part is computing strand count in the scattering direction. Usually done with deep opacity maps or probe grid.

02.03.2026 12:47 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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It has arrived

01.03.2026 00:27 πŸ‘ 11 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Most/all the HDRP folks left a couple years ago, myself included

25.02.2026 17:51 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Thanks! GFXReconstruct basically records graphics API calls (D3D12, Vulkan) into a trace file and lets you play it back to reproduce the GPU workload. Handy for hardware vendors to repro driver bugs. This seems like that but even better, since you keep the CPU runtime :)

12.02.2026 21:34 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

(In the best way possible)

12.02.2026 20:57 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This is insane.

12.02.2026 20:57 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Wait, is this like gfxreconstruct but it replays the CPU runtime?

12.02.2026 20:54 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen.

I call it thirteen.h, inspired by the simplicity of the 13h days.

Examples include a mandelbrot viewer and a playable mine sweeper game.

github.com/Atrix256/Thi...

12.02.2026 03:53 πŸ‘ 178 πŸ” 30 πŸ’¬ 8 πŸ“Œ 5

Can’t you use the Xcode Cmake generator to produce the solution for publishing and just use Ninja (or whatever else) for normal development?

01.02.2026 21:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Legend has it, this actually almost happened many years ago. The plan fell apart, of course

16.01.2026 17:08 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
A strand based hair simulation running on GPU
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 πŸ‘ 85 πŸ” 17 πŸ’¬ 4 πŸ“Œ 0
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Stepping through vkQueueSubmit until I get lost on a debug build of the RADV drivers.

08.01.2026 06:07 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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The other holiday project has been to write a from-scratch Multi-layer Perceptron and train it on the MNIST handwritten digit database. Currently just getting things into memory...

30.12.2025 23:32 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping. Simple cross-platform render context for rapid Vulkan prototyping. - GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping.

I got tired of writing the same Vulkan + ImGui + GLFW application boilerplate, so I finally snapped and rolled it into a simple library for mine and your fast cross-platform prototyping enjoyment:

github.com/parsaiej/Aule

30.12.2025 20:27 πŸ‘ 11 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Wow, good to know! Sadly it looks like my talk was in an unrecorded Advances session (2022 Part III) πŸ₯²

23.12.2025 02:58 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Concave area light whitepaper when?

21.12.2025 04:28 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 πŸ‘ 467 πŸ” 191 πŸ’¬ 19 πŸ“Œ 12
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LunarG at XDC 2025: KosmicKrisp Overview - LunarG At XDC 2025 in Vienna, LunarG's Aitor Camacho Larrondo presented an overview of KosmicKrisp, a new Vulkan-to-Metal Mesa driver.

Try KosmicKrisp (upcoming MoltenVK replacement πŸ™‚) and tell us how it is!

www.lunarg.com/lunarg-at-xd...

30.11.2025 21:04 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

For a while I was going 100% Vulkan and using MoltenVK to reach macOS for a project, but switched to NRI a couple years ago and have had a good time. The maintainer is also really responsive.

01.10.2025 20:33 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 πŸ‘ 167 πŸ” 55 πŸ’¬ 1 πŸ“Œ 4
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That feeling when the superluminal trace is a green wall

13.09.2025 16:56 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements.

Full release notes: github.com/baldurk/rend...

Binary builds: renderdoc.org/builds

05.09.2025 16:09 πŸ‘ 43 πŸ” 8 πŸ’¬ 0 πŸ“Œ 0

Symbol look up happens at creation time (just using backtrace-cpp lib for that. C++23 did bring <stacktrace> but it wasn’t very stable for me)

27.08.2025 18:25 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I will dust it off and publish it soon, I have been meaning to do something similar for DRED breadcrumbs as well for better GPU hang analysis

27.08.2025 06:10 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
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Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)

27.08.2025 06:02 πŸ‘ 20 πŸ” 2 πŸ’¬ 2 πŸ“Œ 0
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#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....

26.08.2025 05:09 πŸ‘ 39 πŸ” 13 πŸ’¬ 0 πŸ“Œ 0
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a man in a suit and tie with his arms in the air and the words it 's happening ALT: a man in a suit and tie with his arms in the air and the words it 's happening

Downloading pre-compiled shaders on PC????

devblogs.microsoft.com/directx/intr...

20.08.2025 16:58 πŸ‘ 98 πŸ” 20 πŸ’¬ 9 πŸ“Œ 1
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com

09.08.2025 09:15 πŸ‘ 58 πŸ” 25 πŸ’¬ 1 πŸ“Œ 0

Quick! Back to ImGui!

11.06.2025 07:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0