Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.
This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.
Implementation is based on exploration by John Hable (thanks!) and is used by Wicked Engine
meshoptimizer.org#visibility-b...
Implementation is based on exploration by John Hable (thanks!) and is used by Wicked Engine
meshoptimizer.org#visibility-b...
momentsingraphics.de/SiggraphAsia...
momentsingraphics.de/SiggraphAsia...
theorangeduck.com/page/control...
theorangeduck.com/page/control...
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".
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".
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.
graphics.cs.utah.edu/teapot/
graphics.cs.utah.edu/teapot/
Microphone, speaker, and web cam support.
See release notes for more details:
github.com/electronicar...
Microphone, speaker, and web cam support.
See release notes for more details:
github.com/electronicar...
Here with some commenting about.
Here with some commenting about.
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
https://jurwen.github.io/Swept-Volume-Page/
https://jurwen.github.io/Swept-Volume-Page/
If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.
Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.
Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
www.rastergrid.com/blog/sw-eng/...
Screenshots show requirements of general purpose allocators and how loosening these provides benefits to custom allocators.
www.rastergrid.com/blog/sw-eng/...
Screenshots show requirements of general purpose allocators and how loosening these provides benefits to custom allocators.
research.nvidia.com/labs/rtr/pub...
"Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" by Hong et al., which combines sample space partitioning with ReSTIR to efficiently handle caustics.
research.nvidia.com/labs/rtr/pub...
"Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" by Hong et al., which combines sample space partitioning with ReSTIR to efficiently handle caustics.
This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics.
shadertoy.com/view/tfyyWD
This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics.
shadertoy.com/view/tfyyWD
www.romainguy.dev/posts/2025/f...
www.romainguy.dev/posts/2025/f...
news.ycombinator.com/item?id=4610...
github.com/soufianekhia...
1/8
news.ycombinator.com/item?id=4610...
github.com/soufianekhia...
1/8
www.youtube.com/watch?v=f9V_...
www.youtube.com/watch?v=f9V_...
When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).
I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...
1/
When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).
I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...
1/
- Repo github.com/soufianekhia...
- Post github.com/ocornut/imgu...
- Repo github.com/soufianekhia...
- Post github.com/ocornut/imgu...