Paweł Pyrek
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pbp.curiousensemble.com
Paweł Pyrek
@pbp.curiousensemble.com
Software engineer interested in graphics, distributed systems, networking, c, zig, go, asm and solving real problems.
Husband, dad of amazing girl and boy.
Reposted 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
January 23, 2025 at 3:28 PM
Reposted by Paweł Pyrek
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.
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...
docs.google.com
December 19, 2024 at 6:50 AM
Reposted by Paweł Pyrek
Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...
A guide to fast voxel ray tracing using sparse 64-trees
dubiousconst282.github.io
November 30, 2024 at 5:01 PM
Reposted by Paweł Pyrek
Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...
January 13, 2025 at 3:37 PM
Reposted by Paweł Pyrek
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.
January 14, 2025 at 1:05 PM
Reposted by Paweł Pyrek
LunarG releases Vulkan SDK 1.4.304.0 with full support for Vulkan 1.4 and more!

www.lunarg.com/lunarg-relea...
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.
www.lunarg.com
January 14, 2025 at 8:14 PM
Radix sort implementation using AVX-512 and rust by Jörn Horstmann: github.com/jhorstmann/r...
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.
github.com
January 7, 2025 at 9:23 AM
Reposted by Paweł Pyrek
Graphics Programming weekly - Issue 373 - January 5th, 2025 www.jendrikillner.com/post/graphic...
January 6, 2025 at 3:33 PM
Reposted by Paweł Pyrek
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.
Real-Time Rendering Bibliography - 4th Edition
realtimerendering.com
December 31, 2024 at 3:23 PM
Reposted by Paweł Pyrek
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...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
www.youtube.com
December 2, 2024 at 8:39 PM
Reposted by Paweł Pyrek
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
December 20, 2024 at 5:25 PM
Reposted by Paweł Pyrek
here, have a coordinate system chart~
November 13, 2024 at 10:38 AM
Nice presentation about Visibility Buffer implementation in The Forge, with compute based triangle rasterization, etc m.youtube.com/watch?v=kWLe...
I3D 2024 The Forge Industry Talk - Triangle Visibility Buffer 2.0
YouTube video by I3D Symposium
m.youtube.com
December 31, 2024 at 6:23 PM
Reposted by Paweł Pyrek
SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...
November 19, 2024 at 10:33 PM
Reposted by Paweł Pyrek
"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...
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…
seblagarde.wordpress.com
December 8, 2024 at 4:53 PM
Reposted by Paweł Pyrek
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...
Senior Principal Programmer - PlayStation®5 Rendering API
United Kingdom, London
job-boards.greenhouse.io
December 23, 2024 at 5:03 PM
Reposted by Paweł Pyrek
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.
[PATCHSET v8 0/12] Uncached buffered IO
lore.kernel.org
December 20, 2024 at 3:52 PM
Reposted by Paweł Pyrek
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!
December 20, 2024 at 5:53 PM
Reposted by Paweł Pyrek
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.
December 5, 2024 at 10:12 PM
Reposted by Paweł Pyrek
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
GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics
revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited
github.com
December 10, 2024 at 1:04 PM
Reposted by Paweł Pyrek
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.
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.
words.filippo.io
December 5, 2024 at 9:29 PM
Reposted by Paweł Pyrek
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...
Gigi: A Platform for Rapid Graphics Development and Code Generation
YouTube video by Graphics Programming Conference
www.youtube.com
December 4, 2024 at 7:01 PM
Reposted by Paweł Pyrek
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.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM