Denis Ershov

@huntlier

Graphics Programmer (Vulkan, OpenGL)

Vrijeme pridruživanja: kolovoz 2016.

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  1. proslijedio/la je Tweet
    15. sij

    The Khronos Group Releases Vulkan 1.2 Proven API extensions integrated into new Vulkan core specification for improved GPU acceleration functionality and performance.

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  2. proslijedio/la je Tweet
    31. lis 2019.

    The new Vulkan Samples Repository is now available for all looking to improve their understanding of Vulkan. and have donated a core set of samples to kick off this initiative. Blog:

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  3. proslijedio/la je Tweet
    7. lis 2019.

    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: • GitHub:

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  4. proslijedio/la je Tweet
    26. kol 2019.

    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:

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  5. proslijedio/la je Tweet
    16. kol 2019.

    nanort: single header ray tracing library using BVH spatial data structure. absolutely love it 👍👍👍😍😍😍 great work

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  6. proslijedio/la je Tweet
    14. kol 2019.

    I wrote another blog post! This time, I go through the Vulkan synchronization model in detail.

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  7. proslijedio/la je Tweet
    8. kol 2019.

    A (too cool for twitter) friend asked for a thread on neat debug visualizations. Can we deliver? Contribute and RT please...

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  8. proslijedio/la je Tweet
    24. srp 2019.

    . announces the release of Radeon Cauldron, a new SDK framework for rapid prototyping that will be used in AMD SDK samples and effects.

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  9. proslijedio/la je Tweet
    29. lip 2019.

    compute shader morphogenesis inspired by & based on awesome work by

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  10. proslijedio/la je Tweet
    19. lip 2019.

    Vulkanised was a tremendous success this year! Check out all the presentations and videos:

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  11. proslijedio/la je Tweet
    6. lip 2019.

    Tips and Tricks: Vulkan Dos and Don’ts

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  12. proslijedio/la je Tweet
    5. lip 2019.

    Great, in-depth presentation of the GCN GPU pipeline, worth reading

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  13. proslijedio/la je Tweet
    2. lip 2019.

    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:

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  14. 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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  15. 27. tra 2019.

    VK_EXT_descriptor_indexing is now supported! This is exactly what I was waiting for!

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  16. proslijedio/la je Tweet
    18. tra 2019.

    NVIDIA Dynamic Diffuse Global Illumination (DDGI) GDC talk now free in the GDC vault. Here's the link without the registration wall:

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  17. proslijedio/la je Tweet
    27. ožu 2019.

    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!

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  18. proslijedio/la je Tweet
    14. stu 2018.

    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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  19. proslijedio/la je Tweet
    21. ožu 2019.

    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:

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  20. proslijedio/la je Tweet
    15. ožu 2019.

    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.

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