Okiedokie!
Okiedokie!
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...
"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
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
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.
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 π₯°
lisyarus.github.io/blog/posts/i...
Any way to follow them all?
Iβve got a big list of graphics people here too: bsky.app/profile/did:...
Thereβs 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.
Oh and yes, scary for sure :).
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.
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...
[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...
I am certain there is a some correlation between IQ and pickup truck driving.
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...
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...
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!
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_...
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?...
Thanks for creating all these great lists that help us get started here.
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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:
After 1.5 years at AMD, here is finally my first blog post on GPUOpen π₯³. Let's demystify occupancy together !
Please feel free to reach out if you have questions or comments :)
gpuopen.com/learn/occupa...