Easy Profiler - Profiler library for C++ github.com/yse/easy_profi
March 13, 2019
All about coding things
Very interesting code related links. I'll add links over the time. It will be my tweets bookmark.
Photo via @sebifyAll about coding things
Covered Forward+ and Clustered Shading for the first time in my GPU course. Slides: docs.google.com/presentation/d
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"Iterative Methods for Sparse Linear Systems"
www-users.cs.umn.edu/~saad/IterMeth
Free book! 👍 You can NEVER know too much linear algebra! 😀
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Announcing anvaka.github.io/fieldplay/
The world of math that is hard to imagine is now under your fingers
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Remotery gets XBox One support, aggregate call counts, time in self and a bunch of other useful bits github.com/Celtoys/Remote
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"View frustum culling optimization"
zeuxcg.org/2009/01/31/vie
Optimizing view frustum culling for PS3. Lots of good, detailed info.
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"Showing the Correctness of Quaternion Rotation"
erkaman.github.io/posts/quaterni
New blog post from me😎😎
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Alloy Shader framework is now Open Source! github.com/Josh015/Alloy Best PBR toolset all-round, for free & open!
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"Deringing Spherical Harmonics", from @PeterPikeSloan, #SIGGRAPHAsia2017 Technical Brief: ppsloan.org/publications/
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And this is a best C# serializer. Fastest, Unity compatible, open-source. Real beast. github.com/neuecc/ZeroFor by
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"Global Line Radiosity" updates GPU final gathering using per-pixel linked lists instead of depth peeling. thomasdiewald.com/blog/?p=2099 We used this for baked indirect light on all Fable 3 levels with 1st pass RSM - super fast!
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Shadow sample that implements and compares many shadowing techniques, by
mynameismjp.wordpress.com/2013/09/10/sha
mynameismjp.wordpress.com/2015/02/18/sha
I learned a LOT from this. Bravo.
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Replying to
Unsafe class: ref TTo As<TFrom, TTo>(ref TFrom source)
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Thanks to I can even explain #LINQ to my 5 year old daugther. #csharp. See the excellent article about #collectionpipelines on martinfowler.com/articles/colle
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Announcing a new beta version of Veldrid, an advanced 3D graphics library for .NET. It uses Vulkan, D3D11, and OpenGL, and supports more advanced graphics and compute features than any other .NET graphics library.
mellinoe.github.io/veldrid-docs/u
#dotnet #vulkan #opengl #graphics
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Spherical interpolation (SLERP) of quaternions defines the geodesic
over the rotations group. Storing rotations as quaternions is so convenient.
en.wikipedia.org/wiki/Quaternio
en.wikipedia.org/wiki/Slerp
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I'm totally becoming a rendering nerd. The Rendering of Shadow of Mordor elopezr.com/the-rendering-
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tried to spend the holidays away from dev stuff, but ended up getting overly jealous of DOOM's glass and had to recreate.
Great info in 's tech writeup: adriancourreges.com/blog/2016/09/0
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Highlighting what we've been working on for the past months: burst is a compiler tech to convert a subset of .NET to highly efficient native code using LLVM with many dedicated/custom IL2LLVM optimizations. I will give more insights later & will give a talk at GDC!
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New blog post: "Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding"
interplayoflight.wordpress.com/2018/01/15/exp
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If you like learning about the internals of .NET and the CLR, I put together a list you might like
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If you like '.NET Internals' and need *more* reading material, there's an excellent set of 'Design Docs' for current, in-development and future features available in the CoreCLR repo github.com/dotnet/coreclr
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This is a brilliant write-up on the inner workings on the .NET GC by tooslowexception.com/allocation-is- explaining why 'Allocation is cheap… until it is not'
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I've been using the new C# job system a lot, so figured post my in-progress "Job System Cookbook" - a repo of examples showing how to accomplish some things at scale using jobs.
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regexper.com just changed my programming life. Suddenly regexps aren't write-only expressions...
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"The Peak-Performance Analysis Method for Optimizing Any GPU Workload" devblogs.nvidia.com/the-peak-perfo #graphicsprogramming
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Amazing #gamedev article explaining the benefits of using premultiplied alpha textures, by , includes a tool to process your textures!
github.com/dtrebilco/PreM
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Efficient Data Structures for Cache Architectures, PhD Thesis
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"Numerical Algorithms"
people.csail.mit.edu/jsolomon/share
Awesome book. many cool topics covered, including direct solvers, iterative solvers, SVD, eigenvectors, non-linear optimization, ODEs and PDEs. also, many applications of the technique are given.
👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍
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I ported the GPU driven occlusion culling with Multidraw Indirect sample to bgfx and wrote a quick blog post about it. interplayoflight.wordpress.com/2018/03/05/por
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Here is a visual proof of square binomial: (a+b)²= a²+2ab+b²
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This morning I wrote up some thoughts on performance profiling:
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Now and I can eventually shadow our area lights! With help from , our I3D short paper:
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"Memory management in Vulkan and DX12" - slides from my #GDC18 talk are publicly available online: gdcvault.com/play/1025458/A
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This is imo best easy but comprehensive guide: devblogs.nvidia.com/the-peak-perfo . Other than ALU are eg. bandwidth, fillrate/rasterization, texture addressing. If doing less texture fetches or smaller formats doesn’t improve perf - often ALU bound.
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Fixing the Hyperdrive: Maximizing Rendering Performance on NVIDIA GPUs (Presented by NVIDIA) gdcvault.com/play/1024810/#
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Check out these great animations related to algebra, geometry, calculus, ... at bit.ly/2H0uuPY #math #mathematics #maths
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Shepard interpolation is a surprisingly simple multi-dimensional interpolation method. It uses singular radial basis functions inversely proportional to the distances to the samples. Nearest neighbor interpolation is the limit case. en.wikipedia.org/wiki/Inverse_d
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If you're adding area lights to the ray tracer you just started can I suggest you sample solid angle of the area light? I wrote a blog post about the subject here: schuttejoe.github.io/post/arealight
(Not deleting the previous tweet but reposting it with a coherent sentence. Sorry for spam)
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We are making the Unity.Mathematics available on github github.com/Unity-Technolo Still a prototype API, in co-development with the burst compiler and ECS use cases
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How we doubled Mono's floating point performance, and how you can get 4x yourself today: tirania.org/blog/archive/2
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Back in 2012 I wrote about how you couldn't really do proper client-side prediction with physics in . It's now possible thanks to advances in Physics.Simulate(). So I attempted to recreate 's "Zen of Networked Physics" demo in Unity
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One thing I will never care to understand is RegEx. However with regex101.com/r/dO1nef/1 I managed to create a RegEx that works which was good enough for my find and replace :D (nodesDB\.QueryNodes)<(.*)>(\(\)\[\d\]) so much excitiment
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Improvements in Mono compilation defaults for floating-point performance, via , spurred by 's raytracing project: tirania.org/blog/archive/2
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Generating Random Segments from Non-Uniform Distribution.
I wrote several algorithms to do that: hal.archives-ouvertes.fr/hal-01745725/f
The motivation is Monte Carlo integration. In some cases, using segments instead of points can dramatically improve convergence.
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first quick and dirty cpu implementation of the paper:
Maximizing Parallelism in the Construction of BVHs,
Octrees, and k-d Trees
research.nvidia.com/sites/default/
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"Combining Analytic Direct Illumination and Stochastic Shadows" by , , deservedly won best paper at '18 - eheitzresearch.wordpress.com/705-2/ and casual-effects.com/research/Heitz - again, a conceptually simple but very useful insight.
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My presentation slides, about GPU driven occlusion and rendering, are online with extended speaker notes 1drv.ms/p/s!AmOPA68QU4 (pptx) 1drv.ms/b/s!AmOPA68QU4 (pdf).
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Hey #gamedev's! Tired of trying to puzzle out why your C# is allocating unexpectedly? I figured out a way to force the GC to throw an error if anything within a region allocates. Great for library unit tests! (Wouldn't recommend in-game).
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For a great introduction to parallel programming (including GPU architecture/programming) I recommend reading/watching 's "Parallel Computer Architecture and Programming" course materials 15418.courses.cs.cmu.edu/tsinghua2017/h
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wowza...
Not only is VTune free (as in beer) on linux through "Intel System Studio".
It even supports CoreCLR profiling... (no source mapping yet) but still....
blogs.msdn.microsoft.com/dotnet/2017/10
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Are you interested in learning about the new C# Job System, ECS, and Burst compiler in Unity? I wrote a simple guide with to show you how to quickly get started based on our talk!
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The CUDA programming guide docs.nvidia.com/cuda/cuda-c-pr is worth studying, even if you're not programming in CUDA. A lot of this knowledge is transferable to DX/OpenGL compute shaders, especially the GPU architecture/best practices/performance guidelines parts.
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Hey everyone! I've decided to make my Unity Asset FREE!
u3d.as/11nu
Grab it there! ^^^ #gamedev #madewithunity
RT and help me spread the word 😉
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Why does Unity come with the WinPixEventRuntime.dll since 2017 (I think)? Someone know? I know that markers are automatically injected for XBOX built, but I don't think it works for Window standalone
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So actually I would really recommend you to use VTune for CPU stuff, they made it free to use recently.
Also, to get all unity/mono stuff visible in Vtune, you'll need a custom mono rebuild that we share here: github.com/ndepoel/mono-u (by )
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Old-ish but still useful series of posts on determining collision detection on the GPU, can be applied to raytracing as well: devblogs.nvidia.com/thinking-paral, devblogs.nvidia.com/thinking-paral,
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youtube.com/watch?v=6NWfzn "Porting your engine to Vulkan or DX12" Video recording of my talk at Digital Dragons 2018 conference is now online.
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Here's a breakdown of the main shader used for this explosion I made for #thunderrallygame: twitter.com/Pawige/status/
So many ideas for improving it came up while showing how I did it... I'll probably do another pass. 🙂
#madewithunity #realtimefvx #indiedev #gamedev
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Moar 'splosions!
#screenshotsaturday #realtimevfx #gamedev #indiedev
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I've created a new library that enables lightweight async/await integration with Unity by C# 7.0's custom async method builder. This is the perfect solution to handle async operation in Unity. #Unity
medium.com/@neuecc/zero-o
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Ok everyone, here's the last one from the compute shader series: anteru.net/blog/2018/even -- not covering compute shaders at all, but execution ports and caches :) Hope you enjoyed the series and if you have questions, just DM me, DMs are open!
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Been playing a bit with
Graphics.DrawMeshInstancedIndirect in Unity. Following some great blogposts from I made a project that renders numerous meshes, does Frustum and occlusion culling (Hi-Z) and finally LOD's based on distance from the camera. #madewithunity #unity
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Oldies but goldies: Jos Stam, Stable fluids, 1999. Arguably the most influential paper in PDEs for graphics. Makes computational fluid dynamics accessible to (almost) anyone. en.wikipedia.org/wiki/Jos_Stam dgp.toronto.edu/people/stam/re
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Want to know generational garbage collection and see what is a card table data structure? Come and read: [.NET Internals 06] Generational garbage collection
#blogged #dotnetinternals #dotnet dsibinski.pl/2018/08/net-in
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"GPU architecture II: Scheduling the graphics pipeline"
"Mike Houston, AMD/Stanford"
"Aaron Lefohn, Intel/University of Washington"
"Winter 2011"
courses.cs.washington.edu/courses/cse558
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"Using Rust For Game Development" by @Kyrenite is amazing (and much relevant outside of Rust too) youtube.com/watch?v=aKLntZ
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"Correlated Multi-Jittered Sampling on GPU" merlin3d.wordpress.com/2018/10/04/cor #graphicsprogramming
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FYI here's my view on generating those request IDs in Kestrel. Feedback is welcome. nimaara.com/2018/10/10/gen
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My CppCon 2018 talk – “OOP Is Dead, Long Live Data-oriented Design” youtube.com/watch?feature=
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"Hierarchical Z-buffer Occlusion Culling: A Brief Explanation"
Small explanation, made for my own learning. but hopefully also useful for someone else =D
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I wrote a two part blog post as intro to GPU scalarization!
Introduction to concepts and simple example: flashypixels.wordpress.com/2018/11/10/int
Two strategies to scalarize forward+: flashypixels.wordpress.com/2018/11/10/int
Hope you'll enjoy it :)
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Second post of my introduction to scalarization mini series :)
This explores two strategies for scalarizing forward+, with code and step by step analysis: flashypixels.wordpress.com/2018/11/10/int
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Great collection of guidance on async/await programming patterns and antipatterns compiled by - definitely qualifies as Must Read® buff.ly/2RudlQ6
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After two months of blood, sweat & tears, this is my new blog post that I hope will be useful to people...
"A simple method to construct isotropic quasirandom blue noise infinite point sequences" bit.ly/2JZPntz
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Speaking of which (check my previous tweet) this video is very good! I must remember it for future references. RustConf 2018 - Closing Keynote - Using Rust For Game Development by Cat... youtu.be/aKLntZcp27M via
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"Bent Normals and Cones in Screen-space"
computing bent normals in screen-space, for improved screen-space ambient occlusion.
people.mpi-inf.mpg.de/~ritschel/Pape
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Hey Twitter! I want to share with y'all what I've been working on for the past few months. It's a Clustered Forward Renderer full of other rendering goodies and built with . Check it out here!: github.com/Angelo1211/Hyb
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Do you want to display GUI elements in the Scene View to make development steps faster and easier?
Add a static method of your choice to the onSceneGUIDelegate and draw everything you want. #unitytips #indiedev #gamedev #unity3d #madewithunity
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I wrote an article with some details about my procedural city generator, including how to adapt the #wavefunctioncollapse algorithm to generate infinite worlds: marian42.de/article/wfc/
#gamedev #procgen
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Trigonometry in pictures.
Here are simple geometric visualizations of the main trigonometric addition theorems.
ow.ly/qtti50mXkEw
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