Graphics Programming weekly - Issue 277 - March 6th, 2023 jendrikillner.com/post/graphics-
tuan kuranes
@tuan_kuranes
gpu, cpu /
he/him
( Feeds Post/Rt Sourced Curated Cpu/Gpu/Software Engineering )
m a s t o d o n. gamedev.place/@tuan_kuranes
tuan kuranes’s Tweets
I'm happy to announce the Rendering Engine Architecture Conference 2023 is happening virtually June 5th and 6th! Please go to our site to register and even submit a talk:
inearchitecture.realtimerendering.com
(Co-organised with: , and Mike Vance.)
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I just posted the second part of my series on writing a debugger in Rust! In this part, I've implemented a simple console interface, register display, and stepping instructions.
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#つぶやきGLSL
float e,i,a,w,x,g;for(;i++<1e2;){vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-3.);p.zy*=rotate2D(.6);i<1e2?p:p+=1e-4;e=p.y;for(a=.8;a>.003;a*=.8)p.xz*=rotate2D(5.),x=(++p.x+p.z)/a+t+t,w=exp(sin(x)-2.5)*a,o.gb+=w/4e2,p.xz-=w*cos(x),e-=w;g+=e;}o+=min(e*e*4e6,1./g)+g*g/2e2;
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I've gotten some of the final quirks worked out of the fog material for three-gpu-pathtracer including the fireflies which were from subsequent specular hits.
Demo here!
gkjohnson.github.io/three-gpu-path
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#threejs #webgl #raytracing #javascript #graphics
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FASTBuild v1.09 has been released, including:
* Bug fixes, performance and other enhancements.
Details: fastbuild.org/docs/changelog
Big thanks to all contributors!
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Slides for the #rtradvances 2022 from "Real-time Cluster Path Tracing for Remote Rendering" have been posted on
advances.realtimerendering.com/s2022/index.ht - please enjoy!
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I always like it when someone just takes some images, encodes them, looks at the results, and shares their opinion. "If I had to choose a format to re-encode all of my photos, I would for sure choose JXL."
#jpegxl #avif
tonisagrista.com/blog/2023/jpeg
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After the NE and the LE, the Portable Executable that we still use was created.
First in x86 32bit but also 64bit, PowerPC, Alpha, Itanium, Arm64...
There's often an extra 'Rich' header that stores xored (why!?) build information between the Dos Stub and the PE header.
read image description
ALT
read image description
ALT
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I've released a cut-down version of the #GLSL SDF code for the hand I made in my Terminator 2 shader (shadertoy.com/view/mdt3D7), thinking someone might find it useful. :)
Source here: shadertoy.com/view/csd3zX
#shadertoy
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🎅 Today, we have an early Christmas present for you: SDF Studio. Building on the fantastic code, we have integrated various implicit surface reconstruction techniques in one common framework! autonomousvision.github.io/sdfstudio/
More algorithms and results coming soon..
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6DOF camera tracking in Unreal on the Steam Deck using the Realsense T265 (in Linux too!). It’s all slowly coming together.
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BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis
abs: arxiv.org/abs/2302.14859
project page: bakedsdf.github.io
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I present to you the world's smallest 3D engine, Tiny3D Engine for the #Dreamcast Visual Memory Unit, at a whopping 48x32px resolution on an 8-bit CPU clocked at 600Khz written in pure LC86k assembly. Full source and documentation: github.com/gyrovorbis/tin #gamedev #indiegame
GIF
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Happy to share our new paper: "GPU-Accelerated LOD Generation for Point Clouds"
Creating LOD structures for point clouds at rates of up to 1 to 4 billion points per second in CUDA.
source: github.com/m-schuetz/Cuda
paper: cg.tuwien.ac.at/research/publi
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How colors got their names!
#interesting #etymology #infographic #design #linguistics #art #infographics #colors #graphicdesign
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Our latest paper has been published: "Vulkan all the way: Transitioning to a modern low-level graphics API in academia" by me, , and Michael Wimmer from .
Read it online at:
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new preprint ipol.im/pub/pre/464/?u An implementation of 'Efficient Multi-Stage Video Denoising Method' and some variants #IPOL
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Introducing ISPC v1.19.0! 🎉
* Function Templates! (technical preview)
* Support for Sapphire Rapids CPU targets
* Support for Intel Data Center GPU Max (Ponte Vecchio)
* Improved Arc GPU support.
Full Release Notes:
github.com/ispc/ispc/rele
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I've been having fun with SIMD of late, specifically in Rust, so if you're interested in Rust, SIMD, ISPC, and how to benchmark them I've put together an introduction.
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I continue to be amazed at the pace of #3D research. Below, a 3D avatar is constructed by an algorithm with nothing but a short 2D vid to go off which has had no special preparation done to it. Read the full paper from (+ soon get the code!) here: moygcc.github.io/vid2avatar/
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New blog post: Reading Veach's Thesis, Part 2. Found some neat insights about how/why multiple importance sampling works! reedbeta.com/blog/reading-v
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Today a blog post in which our character throws some crazy shapes on an alternative method of inertialization sometimes called "dead blending".
theorangeduck.com/page/dead-blen
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The Animation Compression Library (ACL) is now up to 10% smaller in size and 2x faster to compress thanks to dominance based error estimation: nfrechette.github.io/2023/02/26/dom
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A blog post for memory management in C/C++ (Junkyard engine): septag.dev/blog/posts/jun
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Automated
Yet another blog series on Rust GUIs -- discussing different modes, the problems with tree structures, state management, undo/redo, and so on
samsartor.com/guis-1/
Discussions: discu.eu/q/http://samsa
#programming #rustlang
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motivated me to make the thing I was long thinking about: an online Gaussian blur kernel weights generator. It outputs sample weights & offsets to be used with linear filtering to reduce the number of texture reads by a factor of 2.
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TabFS is a browser extension that mounts your browser tabs as a filesystem on your computer.
omar.website/tabfs/
By Omar Rizwan - this is pretty genius. Get all your tabs as files on your HD, so you can use terminal scripts and other access patterns to do batch processes.
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This is by far the most astounding tech demo I’ve seen in a long time. Provides a totally different, amazing POV on how we should think about language/compiler/debugger/runtime/editor as an integrated whole.
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three-gpu-pathtracer v0.0.13 is now out! This version includes iridescence & sheen quality fixes as well as improved perf w/ early path termination & quilt rendering for multi-view displays!
Notes:
github.com/gkjohnson/thre
#threejs #webgl #raytracing #graphics #holograms
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Other great #vulkanised talks from other great colleagues - Emilio's Ray Tracing on mobile talk youtube.com/watch?v=K19Ltt and Albin's one on Variable Rate Shading
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When a drop falls into a pool of liquid, it creates a distinctive cavity, followed by a jet. From above the surface, this process is well-studied. But this poster offers us a glimpse of what goes on beneath the surface, using particle image velocimetry.
fyfluiddynamics.com/?p=18886
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New blog post! Tried making something interactive & fun this time :) It's about my favourite animation trick I've been using for years.
lisyarus.github.io/blog/programmi
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The mechanics and banal brilliance of Baba Files Taxes
Baba is You creator Arvi Teikari explains how they created an absurd spin-off that plunges players into the world of monotonous white collar crime.
gamedeveloper.com/design/the-mec
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My Vulkanised '23 talk is now on Youtube!
Watch to learn about optimizing mobile graphics, and the most critical Vulkan best practices for Arm GPUs.
I also introduce Fixed-Rate Compression (AFRC) a new visually lossless framebuffer compression.
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You too can be a DISRUPTIVE INNOVATOR: create new rendering techniques following this easy 10-step guide! c0de517e.blogspot.com/2023/02/how-to
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"Game Optimization: Radeon Developer Tools on RADV and Steam Deck" - the talk I gave together with Timur Kristóf and Friedrich Vock from Valve at Vulkanised 2023 conference is now published on YouTube:
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I have just finished refactoring TinySTL, the code is much cleaner now, split into multiple files instead of a single large file 😄 , also examples are now moved to their own repo., see links 👇⬇:
TinySTL: github.com/iyadahmed/tiny
Examples: github.com/iyadahmed/Tiny
#github #cpp
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If you want to use the original uvs from the geometry there is a issue on uv seams but if you use polar based uv the transition is smooth because every geometry is going to be parameterized to sphere first.
#Houdini
Quote Tweet
Replying to @jhorikawa_err
Are able to transfer uvs as well?
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