I am losing it at how many of my peers have forgotten what software engineering is. It is not typing in lines of code.
I am losing it at how many of my peers have forgotten what software engineering is. It is not typing in lines of code.
What's the measurable difference in performance compared to the full shader pipeline overhead? I read on a Qualcomm page their mobile gpu's also offer a hardware path when using the blit command.
Today I spotted a wild environment map in its natural habitat. It had texture compression artifacts and everything!
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
How are you drawing these beautiful graphs? Is this a standard imgui panel or something custom?
Wait you just implemented all this without any resources ๐ซจ๐ฝ
Nice strategy! Any good resources to get started in spherical harmonics radiance encoding? Been pushing that subject of for too long now!
Very impressive work to get it done within that timespan! Did you get access to the PS sdk trough the uni?
Here's the follow up post on using Temporal Super Resolution with 4x MSAA. Still getting used to posting here, but better late than never. This one turned a little better than expected, and the balanced sampling was a happy accident with the jitter pattern. filmicworlds.com/blog/tempora...
The world is pretty rubbish right now, but the weather is nice enough that I can eat lunch in the garden, so thats something.
They did an insane job on the crowd + city rendering tech! Found this talk about the giant crowds www.youtube.com/watch?v=Rz2c... and then there is obviously the famous siggraph 2015 by @sebaaltonen.bsky.social on their gpu driven rendering tech advances.realtimerendering.com/s2015/aalton...
Awesome!
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...
Fantastic talk by @warheart.bsky.social on optimizations and improvements to UE's renderer. Excellent insights and results to learn from! www.youtube.com/watch?v=WGv_...