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Denis Ershov proslijedio/la je Tweet
The Khronos Group Releases Vulkan 1.2 Proven API extensions integrated into new Vulkan core specification for improved GPU acceleration functionality and performance.https://www.khronos.org/news/press/khronos-group-releases-vulkan-1.2 …
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Denis Ershov proslijedio/la je Tweet
The new Vulkan Samples Repository is now available for all looking to improve their understanding of Vulkan.
@Arm and@SaschaWillems2 have donated a core set of samples to kick off this@thekhronosgroup initiative. Blog: http://bit.ly/2BZyb4h pic.twitter.com/Os7wh4nQTD
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Denis Ershov proslijedio/la je Tweet
The Ray Tracing in One Weekend book series is now available online, free for all! We've updated the books quite a bit, with fixes, additions, better math typesetting, updated source, and more. • Web site: https://raytracing.github.io/ • GitHub:https://github.com/raytracing/raytracing.github.io/ …
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Denis Ershov proslijedio/la je Tweet
I wrote an article on a BVH and KD-Trees experiment for quick SDF evaluation. I think it works good enough for some practical uses. It started as a tutorial on simple Bounding Volume tricks for Shadertoy, but ended up in this more advanced experiment: http://iquilezles.org/www/articles/sdfbounding/sdfbounding.htm …pic.twitter.com/KNUgcYaS8Y
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Denis Ershov proslijedio/la je Tweet
nanort: single header ray tracing library using BVH spatial data structure. absolutely love it





https://github.com/lighttransport/nanort …
great work @syoyopic.twitter.com/IBQvxSZuOG
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Denis Ershov proslijedio/la je Tweet
I wrote another
@VulkanAPI blog post! This time, I go through the Vulkan synchronization model in detail. http://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Denis Ershov proslijedio/la je Tweet
A (too cool for twitter) friend asked for a thread on neat debug visualizations. Can we deliver? Contribute and RT please...pic.twitter.com/WstLtmARPE
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Denis Ershov proslijedio/la je Tweet
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@AMD announces the release of Radeon Cauldron, a new SDK framework for rapid prototyping that will be used in AMD SDK samples and effects.#gamedevhttps://gpuopen.com/radeon-cauldron-new-sdk-framework/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Denis Ershov proslijedio/la je Tweet
compute shader morphogenesis inspired by & based on awesome work by
@andydubocpic.twitter.com/M0rOFcM9vBHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Denis Ershov proslijedio/la je Tweet
Vulkanised was a tremendous success this year! Check out all the presentations and videos: https://www.khronos.org/developers/library/2019-vulkanised-is-back …pic.twitter.com/SBMxgXaI7X
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Denis Ershov proslijedio/la je Tweet
Tips and Tricks: Vulkan Dos and Don’tshttps://devblogs.nvidia.com/vulkan-dos-donts/ …
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Denis Ershov proslijedio/la je Tweet
Great, in-depth presentation of the GCN GPU pipeline, worth reading https://gpuopen.com/presentations/2019/nordic-game-2019-triangles-are-precious.pdf …
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Denis Ershov proslijedio/la je Tweet
Last year I did a BVH builder on GPU, here are some timings (DX11, GTX 1050): - City (94K tris): 2.6 ms - Sponza (262K tris): 9.4 ms - Living room (580K tris): 14 ms - Lumberyard Bistro (3.8M tris): 102 ms How to implement BVH building on GPU: https://devblogs.nvidia.com/thinking-parallel-part-iii-tree-construction-gpu/ …pic.twitter.com/PAjRdTAMJK
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Denis Ershov proslijedio/la je Tweet
[SUPER NERDY GAME ART THREAD] A completely un-asked-for art critique of the Death Stranding trailer:
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VK_EXT_descriptor_indexing is now supported! This is exactly what I was waiting for!https://twitter.com/RenderDoc/status/1121806830286639104 …
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Denis Ershov proslijedio/la je Tweet
NVIDIA Dynamic Diffuse Global Illumination (DDGI) GDC talk now free in the GDC vault. Here's the link without the registration wall: https://www.gdcvault.com/play/1026182/ pic.twitter.com/FdbbarNZyt
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Denis Ershov proslijedio/la je Tweet
And here is the final real time result of Moana volumetric cloud path traced and lit by an area light textured as lightning. Just a small and specific demo but pretty happy with the result!pic.twitter.com/gWzF8lmBpg
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Denis Ershov proslijedio/la je Tweet
With all the AMD GCN architecture and scalarization blog posts recently, here's my understanding of NVIDIA Volta & Turing architectures' Independent Thread Scheduling features, and whether they affect the performance of divergent code:
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Denis Ershov proslijedio/la je Tweet
Yesterday at GDC we released Nsight Graphics 2019.2, which includes tons of fixes and for the first time ever, Vulkan Profiling! See the full announcement here: http://bit.ly/2JuQxAV
#nvidia#nsight#nsightgraphics#gdc#GDC19pic.twitter.com/0xNXIOutu4
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Denis Ershov proslijedio/la je Tweet
Log-spherical Mapping in SDF Raymarching. A wonderfully readable and interactive post on a set of techniques for manipulating signed distance fields (SDFs) that allow you to create self-similar geometries, with an infinite level of visual recursion. http://ow.ly/bIWF50nfK9d pic.twitter.com/Q2tkHTQh3S
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