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Posts by Sylvain Meunier

Introducing MiniDXNN: MLP library for DirectX 12 - AMD GPUOpen MiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.

Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop:

🧠 Optimized MLP inference kernels.
⚡ Acceleration via cooperative vector APIs.
🎮 Sample apps & full source code.

Get started ⬇️
gpuopen.com/learn/minidx...

1 week ago 28 5 1 0

oh that is awesome, well deserved! congrats @ocornut.bsky.social

1 month ago 70 13 4 0

Or integrate your tool... ;)

3 months ago 2 0 1 0

Engines should always provide hot reloading for code and ata for iterating quicker. ^^

3 months ago 1 0 1 0

Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...

3 months ago 26 9 0 0
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Gradientspace Graph Beta — gradientspace I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...

Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...

3 months ago 62 17 4 2

A bit a salt makes food better!

3 months ago 2 0 0 0
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(Ab)using Shader Execution Reordering - Dieter's Blog Notes on creative usage of shader execution reordering

New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/

3 months ago 34 7 0 0

Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.

3 months ago 0 0 0 0

Is this inspired by Tiny Glade ?

3 months ago 0 0 1 0

I'm so sad ! The post was deleted before I can enjoy it... Nooooo.

3 months ago 1 0 0 0
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Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more?

The link in case you're interested ✨ jettelly.com/store/visual...

#indiedev #gamedev #unity3d

3 months ago 170 18 4 0
Screenshot of the blog post.

Screenshot of the blog post.

I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

irradiance.ca/posts/micros...

4 months ago 49 14 1 0

It might remains used for 50 more years.

3 months ago 1 0 0 0

Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since.

At the time FSR3 FG was in dev, many overlays and apps were not expecting...

4 months ago 28 3 1 0
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Providing sources and ensuring engines can integrate frame generation over their swap chain and frame pacing solutions is probably the most meaningful approach for maximizing quality and performances.

4 months ago 2 0 1 0
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

4 months ago 249 76 9 1
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

4 months ago 44 12 0 0
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Subpixel Zoo: A Catalog of Subpixel Geometry Display devices show color by illuminating small flat-color 'subpixels'—typically red, green, blue. They can be arranged in many ways. This page intends to be an exhaustive gallery of all subpixel…

A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...

6 months ago 22 7 1 0

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

4 months ago 102 29 4 1
Graphics Replicability Stamp Initiative

The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.

More details in the 'Volunteering' section of the home page.

5 months ago 16 11 1 0

Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !

5 months ago 95 50 0 2
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GitHub - Sven-vh/ImReflect: Reflection-based ImGui wrapper Reflection-based ImGui wrapper. Contribute to Sven-vh/ImReflect development by creating an account on GitHub.

interesting imgui wrapper
github.com/Sven-vh/ImRe...

5 months ago 11 1 0 0

Hi Engine/graphics friends.

There are a few position open at Hello games over in Guildford.

Jr - Graduate level (programmer)
hellogames.org/jobs/junior-...

Mid - Sr level (engine/graphics)
hellogames.org/jobs/graphic...

Note: I’m not affiliated with hello games just want to help boost openings

5 months ago 22 8 0 0
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Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.

8 months ago 279 56 12 3
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We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!

6 months ago 11 2 0 0

Cough

5 months ago 0 0 0 0
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Neokineogfx Returning Art to the Engineering of Technical GPU Generated Graphics

I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx

6 months ago 22 10 1 0

Are you using any kind of unit/whatever tests ?

6 months ago 2 0 1 0
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Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?

6 months ago 13 6 0 0