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BartWronsk's profile
Bart Wronski 🇺🇦
Bart Wronski 🇺🇦
Bart Wronski  🇺🇦
@BartWronsk

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Bart Wronski  🇺🇦

@BartWronsk

Technology, art, machine learning. Ex Google Research, Ex-games (Sony, Ubisoft, CD Projekt Red). Expressed opinions (often left wing) are own. He/they.

Brooklyn, NY
bartwronski.com
Joined February 2010

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    Bart Wronski  🇺🇦‏ @BartWronsk 1 Apr 2017

    https://bartwronski.com/2017/04/02/small-float-formats-r11g11b10f-precision/ … New blog post! Small (11/10bit) floating point number formats for graphics,their disadvantages and minimizing them

    10:52 pm - 1 Apr 2017
    • 109 Retweets
    • 220 Likes
    • Yao0613 Ken Hu Igor Lynn Randall Rauwendaal Left Gustavo Nunes Jérémy Jaussaud Antonin Fontanille fakestuff
    4 replies . 109 retweets 220 likes
      1. New conversation
      2. Rune Stubbe‏ @Stubbesaurus 1 Apr 2017
        Replying to @BartWronsk

        It seems to me the ideal 32bit hdr format would be a renderable version of something like R9G9B9E5_SHAREDEXP.

        4 replies . 2 retweets 5 likes
      3. Rune Stubbe‏ @Stubbesaurus 1 Apr 2017
        Replying to @Stubbesaurus @BartWronsk

        Because float values are exponential in representation, most of the current coding space is used on cases where one component dominates

        1 reply . 0 retweets 0 likes
      4. Show replies
      1. New conversation
      2. Krzysztof Narkowicz‏ @knarkowicz 2 Apr 2017
        Replying to @BartWronsk

        Nice post! This format is very practical - we shipped Shadow Warrior 2 using it for all HDR colors. The only downside is lack of alpha.

        2 replies . 0 retweets 3 likes
      3. Krzysztof Narkowicz‏ @knarkowicz 2 Apr 2017
        Replying to @knarkowicz @BartWronsk

        BTW perf win on PC/PS4 is small, but it really helps the performance on XB1, as you can pack two times more RTs into ESRAM.

        0 replies . 1 retweet 1 like
      4. End of conversation
      1. New conversation
      2. Gokhan Avkarogullari‏ @gavkar 2 Apr 2017
        Replying to @BartWronsk

        nice writeup on iOS devices 9se5 is both filterable and renderable. What are your thoughts of that format as HDR render target?

        1 reply . 0 retweets 0 likes
      3. Bart Wronski  🇺🇦‏ @BartWronsk 2 Apr 2017
        Replying to @gavkar

        Makes much more sense than R11G11B10f,would like to play with it! I see value in separate exponents only for decorrelated,non-color signal..

        1 reply . 0 retweets 0 likes
      4. Show replies
      1. New conversation
      2. Adam Miles‏ @adamjmiles 3 Apr 2017
        Replying to @BartWronsk

        Any thoughts on whether 7e3 and 6e4 are better suited to rendering than 6e5/5e5?

        1 reply . 0 retweets 1 like
      3. Bart Wronski  🇺🇦‏ @BartWronsk 3 Apr 2017
        Replying to @adamjmiles

        Even 9e3 makes more sense(as most GPUs=pow2 alignment anyway..),I think they'd be better than 111110,sadly not all platforms support them..

        1 reply . 0 retweets 1 like
      4. Show replies
      1. Bart Wronski  🇺🇦‏ @BartWronsk 3 Apr 2017
        Replying to @mittense

        Nice visual exploration of difficult topic!:) Most games struggle with correct tonemapping/exposure,so hard to do it with one global curve..

        0 replies . 0 retweets 0 likes
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