Advertisement · 728 × 90

Posts by Danny

Preview
How many branches can your CPU predict? Modern processors have the ability to execute many instructions per cycle, on a single core. To be able to execute many instructions per cycle in practice, processors predict branches. I have made the...

How many branches can your CPU predict? lemire.me/blog/2026/03...

3 weeks ago 40 5 0 1
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

🎇 The essential math
🎇 Camera setup, intersections, NEE, BVH
🎇 How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...

2 months ago 31 5 0 0
Post image Post image

Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.

4 months ago 21 5 0 0
Post image

Newly released VK_EXT_present_timing extension combines two fundamental features:

-The ability to receive timing feedback about previous presentation requests
-The ability to explicitly specify a target presentation time for each request

Learn more: khr.io/1m8
#vulkan

4 months ago 9 3 0 0
Preview
Announcing Rust 1.90.0 | Rust Blog Empowering everyone to build reliable and efficient software.

Rust 1.90.0 has been released! ✨🦀

This release makes LLD the default linker on x86-64 linux-gnu and adds `cargo publish --workspace` to publish an entire workspace all at once!

Check out the blog post and release notes for more: blog.rust-lang.org/2025/09/18/R...

7 months ago 214 45 0 5
Preview
Anno 1800: Frame Analysis | Thomas Poulet In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.

Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...

8 months ago 34 9 1 0
Post image

Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...

8 months ago 31 8 1 0
Advertisement
Post image

Graphics Programming weekly - Issue 402 - August 3rd, 2025 www.jendrikillner.com/post/graphic...

8 months ago 68 19 0 0
Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red || YouTube video by Game Industry Conference

Nice introduction (or refresher) to PBR: "Physically Based Rendering: Putting Pieces Together", Game Industry Conference 2024 presentation recording www.youtube.com/watch?v=OwyM...

8 months ago 110 18 1 0
Post image Post image

the Marathon alpha released recently and its environments are covered with assets lifted from poster designs i made in 2017.

@bungie.net @marathonthegame.bungie.net

11 months ago 12141 5253 266 671
Preview
Upsampling via Multisampling Can we use multisampling effectively for upsampling? This has been a question in the back of my mind for give or take 10+ years.

Upsampling via Multisampling filmicworlds.com/blog/upsampl...

11 months ago 107 25 1 0
Preview
Using Neural Networks for Geometric Representation Explore how Neural Intersection Functions (NIF) and the enhanced LSNIF are poised to reshape ray tracing by replacing traditional BVH traversal with efficient, GPU-friendly neural networks for acceler...

#Raytracing BVH traversal struggles on GPUs due to irregular control flow.

🎇 Our Locally-Subdivided Neural Intersection Function (LSNIF) is an ML-based alternative for optimized #rendering.

👉 Join us at @i3dsymposium.org for our talk!

Learn more: gpuopen.com/learn/using_...

#I3D2025

11 months ago 57 16 2 1
Post image

Godot will soon have specular occlusion from AO and lightmaps which will allow for much better looking reflections in interiors

11 months ago 503 51 6 1
Preview
RDNA 4's "Out-of-Order" Memory Accesses Examining RDNA 4's out-of-order memory accesses in detail, and investigating with testing

Good read! chipsandcheese.com/p/rdna-4s-ou...

1 year ago 18 4 0 0

For me, the fun and joy of making art comes not from the result but from the process of learning/iterating. I don't find that in prompting AI; I suppose some people do and good for them, but for me making art is only fun if I actually go through the process of doing it myself.

1 year ago 35 1 2 0
Post image

This new sample demonstrates how to use the VK_KHR_dynamic_rendering_local_read extension in conjunction with the VK_KHR_dynamic_rendering extension. This combination can replace core render and subpasses.

github.com/KhronosGroup...

1 year ago 16 4 0 0
Advertisement
Preview
Mark Zuckerberg Defends Decision To Fly Confederate Flag At Facebook Headquarters MENLO PARK, CA—Claiming that the banner embodied the spirit of the company’s values, Mark Zuckerberg defended his controversial decision Friday to fly a Confederate flag at the Facebook headquarters. ...
1 year ago 57700 11274 2211 1090
screenshot of a retro gameart cathedral interior

screenshot of a retro gameart cathedral interior

screenshot of a retro gameart cathedral interior

screenshot of a retro gameart cathedral interior

screenshot of a retro gameart cathedral exterior, the floating spires of the under section

screenshot of a retro gameart cathedral exterior, the floating spires of the under section

screenshot of a retro gameart cathedral, the front spires and main door

screenshot of a retro gameart cathedral, the front spires and main door

before I forget, here's some art I made in Quake

1 year ago 1895 354 59 12
Fish 4.0: The Fish Of Theseus A smart and user-friendly command line shell

Interesting blog post about the 2 year process of rewriting fish-shell in #Rust. Gradually replacing C++ components with Rust versions and using various techniques to maintain interoperability while the rewrite was underway.
🧵 1/2

#programming #rustlang #fishshell

1 year ago 8 4 1 0
Video

Added the ability to watch the rays in my path tracer bounce around as an animation. I'm excited about this more from an education POV, I think it helps explain how path tracing works far more easily than I could describe in words

1 year ago 110 23 2 0

New blog post: Relativistic Quaternions
I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions.
terathon.com/blog/relativ...

1 year ago 25 4 0 0
Doctor Warns Of Damaging Effects Child Obesity Having On Mall Santas | Onion Now: Focus
Doctor Warns Of Damaging Effects Child Obesity Having On Mall Santas | Onion Now: Focus YouTube video by The Onion

Doctor Warns Of Damaging Effects Child Obesity Having On Mall Santas | Onion Now: Focus

1 year ago 1803 121 17 6

Oh for fuck sake.

1 year ago 84 16 10 0
Video

ImPlot3D: A 3D Plotting Library for Dear ImGui
github.com/brenocq/impl...

1 year ago 148 25 6 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
Rendering Tiny Glades With Entirely Too Much Ray Marching YouTube video by Graphics Programming Conference

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

1 year ago 453 108 15 9
Advertisement
render of a reflective fractal shape in foggy surroundings

render of a reflective fractal shape in foggy surroundings

1 year ago 13 1 1 0
Preview
Refracting Pixels | Froyok - Léna Piquet What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...

I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering

1 year ago 223 72 11 1
Post image

Graphics Programming weekly - Issue 368 - December 1st, 2024 www.jendrikillner.com/post/graphic...

1 year ago 88 26 0 0
Video

Playin with lenses in my real-time pathtracer

1 year ago 65 15 0 0
A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077

A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077

GPU Zen 3 is out!

I want to draw attention to the 96(!) page article I was a small part of detailing all the work from tooth-to-tail we put into making ray tracing a reality in Cyberpunk 2077. It is exhaustive and should be a reference for anyone looking to make RTX a reality in their own engines.

1 year ago 90 18 2 2