Vipul Kapoor's Avatar

Vipul Kapoor

@kapvipoor

A Father and a Rendering enthusiast currently Rendering | Optimizing at Autodesk. Ex DevTech at AMD, Rendering at CAE. All opinions are personal.

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20.10.2024
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Latest posts by Vipul Kapoor @kapvipoor

Okiedokie!

27.03.2025 09:24 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Exploring ways to mipmap alpha-tested textures

New blog post! The discussions about mipmapping alpha-tested textures made me wanna try all the methods I could find and post the results with a ton of textures to compare these methods: lisyarus.github.io/blog/posts/e...

07.01.2025 02:51 πŸ‘ 69 πŸ” 17 πŸ’¬ 5 πŸ“Œ 0
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Deep and Fast Approximate Order Independent Transparency We present a machine learning approach for efficiently computing order independent transparency (OIT) using a lightweight neural network implemented using shaders. Our method is fast, requires a smal....

"Deep and Fast Approximate OIT" performs one geometry pass to extract 4 per pixel features from the transparent scene and a screen space pass to feed them into an 2 hidden layer MLP to calculate the approximate OIT colour: onlinelibrary.wiley.com/doi/full/10.... shaders github.com/gtsopus/DFA

22.12.2024 18:25 πŸ‘ 50 πŸ” 11 πŸ’¬ 1 πŸ“Œ 0

Spent one full day figuring out why rayQueryGetIntersectionTypeEXT returned Intersection-None. Reason - Initialized TLAS as bindless but forgot to write-update it. Validation was ok because bindless. Nsight showed a perfect TLAS bound to the descriptor-set in use within the pass. #Vulkan #RayTracing

24.12.2024 23:40 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I was thinking of this the other day. Going wide is better than going deep (mostly). A lot of new creative perspectives get unlocked. Plus employability gains.

03.12.2024 11:00 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Implementing a tiny CPU rasterizer

I'm starting the tutorial series on writing your own CPU rasterization engine! It will be huge, so I'll publish it piece by piece. The first three articles are already live πŸ₯°
lisyarus.github.io/blog/posts/i...

01.11.2024 10:48 πŸ‘ 139 πŸ” 38 πŸ’¬ 4 πŸ“Œ 1

Any way to follow them all?

01.11.2024 10:10 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I’ve got a big list of graphics people here too: bsky.app/profile/did:...

There’s a starter pack version also but it hit the 150person limit and the list has a bunch more people, you can pin it as a tab to your homepage.

31.10.2024 15:57 πŸ‘ 3 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

Oh and yes, scary for sure :).

01.11.2024 10:02 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Dev Tech Alliance solves these kinds of problems. Unfortunately, you have to be big to hear from them. A commercial engine makes a lot of sense when a small/mid sized studio is spread thin. Other than that, 3rd party test farms I suppose.

01.11.2024 10:01 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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MΞ›X - Fundamentals of Radiance Cascades A deep-dive into the fundamental concepts/ideas behind Radiance Cascades.

Hey everyone! I've not been completely dormant since uni started when it comes to Radiance Cascades :) I've been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It's now live :p
m4xc.dev/articles/fun...

24.10.2024 23:01 πŸ‘ 37 πŸ” 12 πŸ’¬ 2 πŸ“Œ 1
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GitHub - NVIDIAGameWorks/RTXGI-DDGI: RTX Global Illumination (RTXGI) RTX Global Illumination (RTXGI). Contribute to NVIDIAGameWorks/RTXGI-DDGI development by creating an account on GitHub.

[March 22, 2022]
I'm pleased to share that the RTXGI SDK v1.3.7 repo is now public (no registration required)! It includes full source code and an example implementation (D3D12 and Vulkan) that demonstrates how achieve indirect diffuse lighting with scalable costs.

github.com/NVIDIAGameWo...

25.10.2024 13:03 πŸ‘ 29 πŸ” 10 πŸ’¬ 0 πŸ“Œ 0

I am certain there is a some correlation between IQ and pickup truck driving.

25.10.2024 05:23 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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New open Source Gaussian Splatting engine by @arthurperpixel.bsky.social Train & render Gaussian Splats on any hardware! AMD/Nvidia, Windows, Linux, and Android, MacOs, iOS.. directly in the browser (Chrome) & it's open source! github.com/ArthurBrusse...

24.10.2024 23:08 πŸ‘ 28 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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Crash Course in Deep Learning (for Computer Graphics) If you're a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.

I haven't posted here yet, so let me share some of my recent work. Here is my "Crash Course in Deep Learning (for Computer Graphics)", available on GPUOpen: gpuopen.com/learn/deep_l...

23.10.2024 22:21 πŸ‘ 42 πŸ” 14 πŸ’¬ 1 πŸ“Œ 2
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Implementing a GPU-driven debug line renderer I recently tweeted about some of the work I’m doing around GPU debugging tools (more specifically GPU-driven line rendering) in my home real-time rendering project. Since the tweet gained a g…

Thought I'd share an old post I did which I still feel is pretty relevant today: Implementing a GPU-driven debug line renderer

www.gijskaerts.com/wordpress/?p...

Ever wanted to just draw debug primitives directly from a shader without CPU intervention? Look no further!

23.10.2024 22:43 πŸ‘ 36 πŸ” 10 πŸ’¬ 2 πŸ“Œ 0
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Graphics moved to BlueSky? Great!

While I work on the initial release of a fast, "C-with-classes", single-file BVH-builder / optimizer library, may I perhaps amuse you with some reading material on the subject:
jacco.ompf2.com/2022/04/13/h...
Comes with a github repo too!
github.com/jbikker/bvh_...

23.10.2024 10:02 πŸ‘ 58 πŸ” 16 πŸ’¬ 0 πŸ“Œ 1
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2 YouTube video by Digital Dragons

For those who missed it. The talk about GPU driven rendering with Mesh Shaders in Alan Wake 2 by Remedy's Erik Jansson youtu.be/EtX7WnFhxtQ?...

21.10.2024 21:14 πŸ‘ 15 πŸ” 4 πŸ’¬ 0 πŸ“Œ 1

Thanks for creating all these great lists that help us get started here.
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...

21.10.2024 18:23 πŸ‘ 24 πŸ” 7 πŸ’¬ 0 πŸ“Œ 1
An image of a raytracing heatmap from Radeon Raytracing Analyzer

An image of a raytracing heatmap from Radeon Raytracing Analyzer

Since I can't post about my Xbox work β€” and don't have any hobby projects on the go currently, I will do a thread about useful GPU tooling that's open access and/or open source.

Starting in next post:

20.10.2024 18:29 πŸ‘ 53 πŸ” 13 πŸ’¬ 4 πŸ“Œ 1
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Occupancy explained In this blog post we will try to demystify what exactly occupancy is, which factors limit occupancy, and how to use tools to identify occupancy-limited workloads.

After 1.5 years at AMD, here is finally my first blog post on GPUOpen πŸ₯³. Let's demystify occupancy together !

Please feel free to reach out if you have questions or comments :)

gpuopen.com/learn/occupa...

20.12.2023 15:12 πŸ‘ 45 πŸ” 9 πŸ’¬ 1 πŸ“Œ 0