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Posts by Anton Schreiner

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Excited to see the ML technology I've been working on being released ๐Ÿ˜Š

5 months ago 1 0 0 0
Running AutoGrad on GPU

New short blog post:

"Running AutoGrad on GPU"

aschrein.github.io/jekyll/updat...

7 months ago 0 0 0 0
Image encoding using AutoGrad

New short blog post:

"Image encoding using AutoGrad"

aschrein.github.io/jekyll/updat...

7 months ago 0 0 0 0
Adding MLP support to AutoGrad

New short blog post:

"Adding MLP support to AutoGrad"

aschrein.github.io/jekyll/updat...

7 months ago 0 0 0 0
Adding tensor support to the toy AutoGrad

New short blog post:
"Adding tensor support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...

7 months ago 0 0 0 0
Adding vector support to the toy AutoGrad

New short blog post:
"Adding vector support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...

7 months ago 1 0 0 0
Notes on AutoGrad

New short post:
"Notes on AutoGrad"
aschrein.github.io/jekyll/updat...

7 months ago 0 0 0 0
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Thinking about convolutions for graphics

New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...

8 months ago 14 7 0 0
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!

Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...

10 months ago 23 8 0 1
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I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...

10 months ago 8 2 1 1
44-Issue 8 High-Performance Graphics 2025

All HPG 2025 papers are now available on the EG digital library.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.

10 months ago 52 24 1 0

Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.

10 months ago 5 0 0 0
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!

Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...

10 months ago 23 8 0 1
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I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...

11 months ago 228 53 11 1
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A screenshot of RenderDoc where one can see calls to the WebGPU API

A screenshot of RenderDoc where one can see calls to the WebGPU API

Who would be interested in a version of #RenderDoc that captures and replays calls to the #WebGPU API (rather than calls to the underlying DirectX/Vulkan/Metal API)?

This is an early test that only lists the API calls, but already promissing! Will share when usable.

11 months ago 29 3 3 0
Preview
Shadertoy

TIL.
I've been using Moeller-Trumbore's ray/tri intersection almost everywhere, for ages. It includes several culling tests, including: u<0, v<0, u>1, u+v>1.
Then I encountered this Shadertoy yesterday:
www.shadertoy.com/view/wlsfRs
This one skips the test for u>1.
Which totally makes sense now.

1 year ago 30 3 2 0

wow looks awesome! there's actually quite a bit of free space left even. insane!

1 year ago 1 0 1 0

@fcama.bsky.social and the other wizards from the FSR team should be very proud!

1 year ago 70 5 0 0
Video

AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video!
youtu.be/nzomNQaPFSk

1 year ago 279 34 19 7
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Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...

1 year ago 85 24 0 1

ML in gfx is quite a switch, you need to align a lot of figures to begin getting it to work. There's a clear percolation threshold - a lot of the times it's unclear it should work at all, and on top of that there's not a ton of papers out there(for realtime), almost tribal knowledge at this point.

1 year ago 1 0 0 0

With the cooperative matrices starting to standardise I'm kind of starting to wish for a cross-studio cooperation to see an open ML upscaler good enough to kill proprietary solutions.
I don't have the power to start something like that unfortunately.

1 year ago 8 1 2 0
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target is patches from the noisy sampled image, similar to the image compression

1 year ago 0 0 0 0
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different input encoding

1 year ago 1 0 2 0
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1 year ago 0 0 0 0
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Same MLP applied in world space to learn lighting

1 year ago 1 0 1 0
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Ported my old WebGPU MLP image compressor toy to my new d3d12 framework aschrein.github.io/mlp_compress...

1 year ago 1 0 0 0

I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!

www.ludicon.com/castano/blog...

1 year ago 52 18 1 0
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Got basic soft direct shadows going with blue noise eheitzresearch.wordpress.com/762-2/

1 year ago 3 0 0 0
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Enabled AGS for the shader clock extension

1 year ago 1 0 0 0