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Posts by Paweł Pyrek

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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

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".

4 months ago 469 192 19 12
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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

1 year ago 1592 384 47 32
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FixingTheGpu Fixing The GPU This represents opinions of the author and not necessarily aligned or not-aligned with any {prior, current, or future} employers! Also the author only cares about compute generated grap...

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.

1 year ago 31 9 2 0
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A guide to fast voxel ray tracing using sparse 64-trees

Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...

1 year ago 43 7 0 0
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Compiler Explorer Compiler Explorer is an interactive online compiler which shows the assembly output of compiled C++, Rust, Go (and many more) code.

Godbolt now has Slang support!

godbolt.org
@compiler-explorer.com

1 year ago 41 13 0 1
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Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...

1 year ago 56 20 0 1
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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.

1 year ago 51 9 1 0
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LunarG Releases Vulkan SDK 1.4.304.0 - Full support for Vulkan 1.4 - LunarG Today LunarG released Vulkan SDK 1.3.290.0 for Windows, Linux, and macOS. This SDK contains a NEW public beta of the Windows ARM Vulkan SDK.

LunarG releases Vulkan SDK 1.4.304.0 with full support for Vulkan 1.4 and more!

www.lunarg.com/lunarg-relea...

1 year ago 8 4 0 0
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GitHub - jhorstmann/radix-sort: Radix sort implementation using AVX-512 Radix sort implementation using AVX-512. Contribute to jhorstmann/radix-sort development by creating an account on GitHub.

Radix sort implementation using AVX-512 and rust by Jörn Horstmann: github.com/jhorstmann/r...

1 year ago 4 1 0 0
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Graphics Programming weekly - Issue 373 - January 5th, 2025 www.jendrikillner.com/post/graphic...

1 year ago 58 19 0 0
Real-Time Rendering Bibliography - 4th Edition

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.

1 year ago 83 18 3 0
GPU driven rendering in AnKi 3D Engine
GPU driven rendering in AnKi 3D Engine YouTube video by Panagiotis Christopoulos Charitos

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...

1 year ago 33 2 0 1

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

1 year ago 89 16 0 0
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

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~

1 year ago 1828 308 76 36
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The-Forge/Examples_3/Visibility_Buffer2 at master · ConfettiFX/The-Forge The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2 - ConfettiFX/The-Forge

Source code is here github.com/ConfettiFX/T...

1 year ago 0 0 0 0
I3D 2024 The Forge Industry Talk - Triangle Visibility Buffer 2.0
I3D 2024 The Forge Industry Talk - Triangle Visibility Buffer 2.0 YouTube video by I3D Symposium

Nice presentation about Visibility Buffer implementation in The Forge, with compute based triangle rasterization, etc m.youtube.com/watch?v=kWLe...

1 year ago 6 1 1 0
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SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...

1 year ago 107 30 1 1
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Siggraph 2014 : Moving Frostbite to Physically based rendering V3 Here is the slides, course notes and Mathematica files of me and my-coworker Charles de Rousiers “Moving Frostbite to Physically based rendering” (The course notes have been update to v…

"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...

1 year ago 48 11 3 0
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Look for git partial blobless clone and then sparse checkout

1 year ago 2 0 1 0
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Senior Principal Programmer - PlayStation®5 Rendering API United Kingdom, London

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...

1 year ago 55 26 4 2
[PATCHSET v8 0/12] Uncached buffered IO

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.

1 year ago 7 1 1 1

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!

1 year ago 18 2 1 0
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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.

1 year ago 709 109 11 9
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GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited

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

1 year ago 156 40 5 1

Next step U2/U3 NVMes? 😉

1 year ago 1 0 1 0
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frood, an Alpine initramfs NAS My NAS is just one big initramfs containing a whole Alpine Linux system. It’s delightful. Here's why and how.

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.

1 year ago 50 12 5 1
Gigi: A Platform for Rapid Graphics Development and Code Generation
Gigi: A Platform for Rapid Graphics Development and Code Generation YouTube video by Graphics Programming Conference

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...

1 year ago 76 14 0 0

No worries, we will have those soon enough 😉

1 year ago 1 0 0 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