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Adam Marrs
@acmarrs
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
visualextract.comJoined April 2010

Adam Marrs’s Tweets

This is exactly how I'd teach graphics right now. Kudos for leaning into intuitive learning resources and making your course material freely available. There has never been a better time to learn graphics💻
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First day of my Fall 2022 Rendering Algorithms class went well. Feel free to follow along even if you are not @dartmouth. All assignments and slides are public. cs87-dartmouth.github.io/Fall2022
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A great article / tool and the inspiration for 's #RTG2 chapter "The Shader Binding Table Demystified" link.springer.com/chapter/10.100
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In case you missed it - there's a very cool online tool to play with with the DXR/VulkanRT shader binding table by @_wusher. Apparently, it's been out for almost 3 years, and I wish I stumbled across it sooner! Link: willusher.io/graphics/2019/
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What's the difference between direct and indirect lighting? Learn the answer in this blog post from and yours truly.
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Want to learn the difference between direct and indirect lighting? Dive into our blog and see how the right balance between the two can elevate the photorealism in video games. #GameDev #RTX nvda.ws/3zxfand
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Ray Tracing Gems II released 1 year ago, today! Incredibly, the book's content has reached nearly 3 million downloads 🤯. A big thank you to all the authors and readers!
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I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe. Download #RTGII here: link.springer.com/book/10.1007/9
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The stories of exceptional people who make games - like those at - is why I’m a Patron. This is a must see.
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🚨NEW DOC ALERT 🕹️ Our series on the development of Hyper Light Breaker has launched. In our first ep we explore the lives and work of the people at @HeartMachineHQ as they embark on their biggest game yet. WATCH THE PREMIERE EPISODE: youtube.com/watch?v=xiK6w1 RT & SHARE PLEEZ
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Great post! "Remember kids: friends don’t let friends read from VRAM on the CPU!" 🤣
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Check out my new blog post if you want to read all about GPU memory pools: therealmjp.github.io/posts/gpu-memo I talk about how they work on dedicated vs integrated, how to use them in D3D12 (including strategies for uploading from SysRAM -> VRAM), and finish off with some perf tests.
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Starting in 10 minutes!
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Ask me anything! How to get into gfx? How to handle hybrid rendering? What's my Elden Ring build? It's all on the table. The live AMA is tomorrow July 28th at 10am PST / 1pm EST. If you can't join live, you can drop questions on the forum now! Go here: nvda.ws/3atuIA1
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I'll be doing a live AMA on July 28th with some (legendary) friends. Come ask us questions!
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Join us for a live AMA with editors of the book series Ray Tracing Gems on July 28th. This is exclusive to NVIDIA Developer Program members (free to join), don't miss out! #GameDev #RTX #AMA
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Great thread. Be intellectually honest, stick with your goals, and you will be unstoppable. Success isn’t a destination, so enjoy the journey.
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📺 We interrupt your regular programming for a personal story about the impostor syndrome and perseverance. This image is from around 8 years ago; I had just scrapped a previous toy renderer, and I was making a new one. I got the index buffer wrong, and made this piece of "art".
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Inspired by Metro:Exodus' great raytraced GI, I tinkered with its denoising method in my toy engine a bit recently. I wrote a blog post about it, describing the technique at a high level and discussing the results.
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