Husband, dad of amazing girl and boy.
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 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
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.
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.
www.lunarg.com/lunarg-relea...
www.lunarg.com/lunarg-relea...
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
lore.kernel.org/linux-fsdeve...
Separate branches exist for the core support and fs support, see the cover letter for details.
lore.kernel.org/linux-fsdeve...
Separate branches exist for the core support and fs support, see the cover letter for details.
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.
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.
It's been pretty great. Immutable, declarative, and very very simple. Just some files, a list of packages, and a short script.
It's been pretty great. Immutable, declarative, and very very simple. Just some files, a list of packages, and a short script.
My talk, and the rest, are now available on youtube.
The conference was amazing.
www.youtube.com/watch?v=MgCR...
My talk, and the rest, are now available on youtube.
The conference was amazing.
www.youtube.com/watch?v=MgCR...
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.
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.