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https://alain.xyz/blog/raw-vulkan Wrote an article about building your own
#Vulkan abstractions, the precursor to my upcoming Raw Vulkan talk!
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Alain Galvan Retweeted
Blue-noise Dithered Sampling http://www.iliyan.com/publications/DitheredSampling … The projective blue-noise sampling paper is also amazing: http://www.iliyan.com/publications/ProjectiveBlueNoise …pic.twitter.com/2ZdYG3Fx7m
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Alain Galvan Retweeted
"Adaptive Temporal Antialiasing" http://research.nvidia.com/publication/2018-08_Adaptive-Temporal-Antialiasing …
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Alain Galvan Retweeted
I'm calling her finished - thanks again
@Zephyri for allowing me to play with your character :D It was a great exercise and those sleeves were a no mean challenge :D https://www.artstation.com/intervain pic.twitter.com/NZizV3t4ip
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Alain Galvan Retweeted
Game concept: Conga Royale 100 people parachute onto a deserted island and try to get as many instruments, powerups, and cocktails as possible before they're engulfed in the conga line and added to its ever-growing tail, dragged from place to place.
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Alain Galvan Retweeted
Metal Shader Debugging and Profiling is now available online at https://developer.apple.com/videos/play/wwdc2018/608/ … We cover Metal Shader Debugger, Geometry Viewer and Enhanced Shader Profiler. If you missed the live stream, make sure to check it out!
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Alain Galvan Retweeted
More blue noise evangelism, I modified the "one sample blur" shader (not mine) to use blue noise instead of white. https://www.shadertoy.com/view/XsVBDR pic.twitter.com/J1My64LkGW
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Alain Galvan Retweeted
The most upsetting thing to me personally is when people imply we use tools because we want to appear smarter or intimidate others.
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Alain Galvan Retweeted
Just posted a preprint of our HPG “compressed leaf BVH” paper:https://ingowald.blog/2018/06/06/preprint-of-our-hpg2018-compressed-leaf-bvh-short-paper/ …
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4. Assembla - Competitively priced and fast, speedy service, and offers SVN in addition to git. https://www.assembla.com/home
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3. Bitbucket - A lot of projects use Bitbucket as their primary git service provider (Ogre3D comes to mind) They also distribute the git client app SourceTree, and have gotten a really good looking redesign: https://bitbucket.org/
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2. Gitlab - Gitlab has self hosting and its own hosting service available to users, and shares a lot of Github's features like issues and pull requests.https://about.gitlab.com/
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1. Your own personal server - If you use a cloud provider like DigitalOcean/AWS/Google Cloud/Azure, just create a folder on a server to use as a remote (I'd recommend a "git" user on your server doing it there: https://www.digitalocean.com/community/tutorials/how-to-add-and-delete-users-on-an-ubuntu-14-04-vps … )pic.twitter.com/WaA5QVRBMw
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This ability to choose different remote locations is also the reason why it doesn't really matter who owns Github, but that's another story, here we go:
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So, Microsoft seems to have acquired GitHub, so I'm going to take this opportunity to share some alternatives. The cool thing about git is that it's decentralized by design, so there's always other options since you can set multiple remote locations to push and pull to.https://twitter.com/Aimee_Knight/status/1003375217429897221 …
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Alain Galvan Retweeted
For anyone who feels up to experimenting on the bleeding edge, I have a
@RenderDoc branch with improved DX11 shader debugging, allowing debugging at HLSL level with callstack & HLSL locals. Feedback/bug reports are welcome, it's still work-in-progress! https://github.com/baldurk/renderdoc/tree/hlsl_debug_improve …pic.twitter.com/6vKe61bCkD
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Alain Galvan Retweeted
Problem solving in programming for me: initially, you lack detailed understanding of the problem domain, and end up with a complicated solution- some weeks later, you much better understand the problem, and your final solution becomes much simpler. anyone else can relate?pic.twitter.com/mTfAglHXoL
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Alain Galvan Retweeted
I made a new shader playground site that supports HLSL & GLSL, with more compilers (fxc, dxc, glslang, spirv-cross, mali-sc), compiler chaining (eg pipe HLSL to SPIR-V to Metal), and permalinks. Give it a try! Site: http://shader-playground.timjones.io Blog post: http://timjones.io/blog/archive/2018/05/19/introducing-shader-playground …pic.twitter.com/DThCE9L70r
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Art & 
Audio Design/Engineering.