Sascha Willems

@SaschaWillems2

Application developer by day, 3D developer by night (Vulkan, OpenGL). Maintainer of the Vulkan and OpenGL and hardware databases at

Saarland, Germany
Vrijeme pridruživanja: travanj 2014.

Tweetovi

Blokirali ste korisnika/cu @SaschaWillems2

Jeste li sigurni da želite vidjeti te tweetove? Time nećete deblokirati korisnika/cu @SaschaWillems2

  1. Prikvačeni tweet
    16. velj 2016.

    My examples with source are now also live : will upload binaries too

    Poništi
  2. proslijedio/la je Tweet
    1. velj

    Tomorrow, Sunday 2/2/2020, at 10 AM PST we are going to write some Vulkan 1.2 code - converting niagara renderer to use Vulkan 1.2, and switching geometry data to use a GPU-side buffer pointer to make memory management more flexible. Tune in in 23 hours!

    Prikaži ovu nit
    Poništi
  3. proslijedio/la je Tweet
    30. sij

    I'm now hiring full-time scientists and PhD interns at NVIDIA Research. Work on perceptual rendering, esports, and cloud/split rendering using your CS/EE with game, network, ray tracing, ML, or human vision expertise! DM or email me: mcguire@nvidia.com

    Poništi
  4. proslijedio/la je Tweet

    Good news, everybody! We have started work on a much-requested feature: an open-source Vulkan driver! Find out more and meet the 'first triangle' in 's latest blog post

    Poništi
  5. proslijedio/la je Tweet
    30. sij

    We’ve released the new version of our Vulkan ray tracing tutorial! This shows you how to modify a rasterizer to use ray tracing, and has eight sub-tutorials about antialiasing, transparency, reflection, animation, procedural shapes, SBTs, and more!

    Prikaži ovu nit
    Poništi
  6. proslijedio/la je Tweet
    30. sij

    I've got a new branch of my quick-and-dirty img2ktx image compression tool () that swaps the backend from ispc_texcomp to AMD's Compressonator. If anybody would be interested in smoke-testing a build and sending me some feedback, please do get in touch!

    Poništi
  7. proslijedio/la je Tweet
    28. sij
    Poništi
  8. proslijedio/la je Tweet
    27. sij

    We just released Filament 1.4.5. A few bug fixes and a new library for Android: filament-utils-android. This library helps you load KTX files, glTF files, provides math APIs, a camera manipulator, and ModelViewer, to easily display a glTF file in your app.

    Poništi
  9. proslijedio/la je Tweet

    What is Vulkan? What's an API? is here to tell you what it all means, and how the right API can help Siege and your PC live long and prosper. For even more details, read up on our blog at !

    Poništi
  10. proslijedio/la je Tweet
    25. sij

    And finally the cherry on top (sorry for crappy twitter compression), SSAO works with the emissive lighting of dynamic GI, so you can make very pretty interiors, entirely and dynamically lit.

    Poništi
  11. 24. sij

    In pretty much every other language I use or used (e.g. PHP or Object Pascal) file access feels natural and straight forward. But this modern C++ thing is kinda ew...

    Prikaži ovu nit
    Poništi
  12. 24. sij

    Modern C++ baffles me. First time using std::filesystem and you have to explicitly get a std::string from e.g. a path. Why are pretty much all other programming doing this better and less complicated?

    Prikaži ovu nit
    Poništi
  13. proslijedio/la je Tweet
    22. sij
    Poništi
  14. proslijedio/la je Tweet
    21. sij

    I finished writing my opinionated post on rendering API abstractions, complete with especially spicy takes at the bottom. I'm at least a little sorry if you hate it! Haha

    Prikaži ovu nit
    Poništi
  15. proslijedio/la je Tweet
    19. sij

    My blog: How Do Graphics Cards Execute Vector Instructions? [pretty basic topic this time]

    Poništi
  16. proslijedio/la je Tweet
    18. sij

    Vulkan 1.2 stream is up! Apart from 1.2 we also had an unplanned discourse into SPIRV based shader pipelines and a fun story about the tea brand "Кузьмичёв" which is now a popular French brand Kusmi. Mostly watchable at 1.5x (it's long!).

    Prikaži ovu nit
    Poništi
  17. proslijedio/la je Tweet
    17. sij

    Thanks to loading and rendering glTF files with Filament on Android is much easier now: The new filament-utils-android library simplifies camera touch interactions amongst other things.

    Poništi
  18. proslijedio/la je Tweet
    18. sij

    30th of January, I will do a Tools presentation for Will talk about a basic production pipeline with glTF: From the I/O, using the IBL sampler until the Sample Viewer. It's free - register here:

    Prikaži ovu nit
    Poništi
  19. proslijedio/la je Tweet
    16. sij

    😎 4 is now OpenGL ES 3.1 conformant. Thanks to all our friends at and for their help in getting this done.

    Poništi
  20. proslijedio/la je Tweet
    16. sij

    Finalizing design and making features accessible to the user in our scene editor "Gestaltor"

    Poništi
  21. proslijedio/la je Tweet
    16. sij

    Would people be interested in a Vulkan 1.2 stream where I talk about new features/promoted extensions and what they do / why they are interesting?

    Prikaži ovu nit
    Poništi

Čini se da učitavanje traje već neko vrijeme.

Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.

    Možda bi vam se svidjelo i ovo:

    ·