My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Posts by Paweł Pyrek
New dithering method dropped
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx
I didn't see any post related to Timothy Lottes notes about GPUs here. Let's share a link : docs.google.com/document/d/1.... This is a gold mine of quirks/information/thoughts for optimizing/developing on various GPUs.
Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...
Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...
dear imgui 1.91.7 released
github.com/ocornut/imgu...
- SDL_GPU backend, IsItemDeactivated signal fixes, better error handling, InputText fixes, Tables angled headers fixed on secondary monitors, Metal, Vulkan, Allegro5 backend fixes & many more.
LunarG releases Vulkan SDK 1.4.304.0 with full support for Vulkan 1.4 and more!
www.lunarg.com/lunarg-relea...
Graphics Programming weekly - Issue 373 - January 5th, 2025 www.jendrikillner.com/post/graphic...
Great way to expand one's graphics knowledge: Every day grab and read a random graphics paper from realtimerendering.com/random.html. Even if you struggle to get the specifics, read the abstract or skim over it to learn about its existence and get the gist of a graphics technique.
Reminding that there is a 52' video presentation on GPU driven rendering. Covers:
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...
RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
a table of world space coordinate system handedness and up axes across various digital creation software and game engines. Notably, Unity and Unreal are both left handed, but the vast majority are right handed. Additionally, Unreal is the only one that is left handed Z up
here, have a coordinate system chart~
Nice presentation about Visibility Buffer implementation in The Forge, with compute based triangle rasterization, etc m.youtube.com/watch?v=kWLe...
SamplingLab : a small tool to live code and visualize samples
aduprat.com/tools/sampli...
"Moving Frostbite to PBR" is 10 years old already but still an amazing physically based rendering and lighting resource, so much knowledge packed in there. seblagarde.wordpress.com/2015/07/14/s...
Look for git partial blobless clone and then sparse checkout
This holiday season, give yourself the gift of wondering whether you'd enjoy working on the Playstation graphics stack and making life better for graphics programmers, because we're hiring for our rendering APIs! job-boards.greenhouse.io/sonyinteract...
Posted v8 of the uncached buffered IO patchset. This should be fine for merging at this point, let's hope we can make the 6.14 kernel release.
lore.kernel.org/linux-fsdeve...
Separate branches exist for the core support and fs support, see the cover letter for details.
Git says I've added 30 thousand, and removed 81 thousand lines of code in #blender over the past year. Not bad, I'll take it!
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
Next step U2/U3 NVMes? 😉
I wrote up how my NAS is now just a big initramfs based on Alpine Linux. words.filippo.io/frood/
It's been pretty great. Immutable, declarative, and very very simple. Just some files, a list of packages, and a short script.
Last month I presented Gigi to the Graphics Programming Conference in Breda, talking about the history and motivation of Gigi, as well as implementation details.
My talk, and the rest, are now available on youtube.
The conference was amazing.
www.youtube.com/watch?v=MgCR...
No worries, we will have those soon enough 😉
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.