Anton Schreiner
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aschrein.bsky.social
Anton Schreiner
@aschrein.bsky.social
Gfx and ML at AMD
Excited to see the ML technology I've been working on being released 😊
November 14, 2025 at 3:32 PM
New short blog post:

"Running AutoGrad on GPU"

aschrein.github.io/jekyll/updat...
Running AutoGrad on GPU
aschrein.github.io
August 30, 2025 at 6:23 PM
New short blog post:

"Image encoding using AutoGrad"

aschrein.github.io/jekyll/updat...
Image encoding using AutoGrad
aschrein.github.io
August 29, 2025 at 5:02 PM
New short blog post:

"Adding MLP support to AutoGrad"

aschrein.github.io/jekyll/updat...
Adding MLP support to AutoGrad
aschrein.github.io
August 28, 2025 at 4:45 PM
New short blog post:
"Adding tensor support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...
Adding tensor support to the toy AutoGrad
aschrein.github.io
August 26, 2025 at 7:15 PM
New short blog post:
"Adding vector support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...
Adding vector support to the toy AutoGrad
aschrein.github.io
August 24, 2025 at 5:23 PM
New short post:
"Notes on AutoGrad"
aschrein.github.io/jekyll/updat...
Notes on AutoGrad
aschrein.github.io
August 23, 2025 at 5:43 PM
New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...
Thinking about convolutions for graphics
aschrein.github.io
August 22, 2025 at 4:06 PM
Reposted by Anton Schreiner
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
careers.amd.com
June 18, 2025 at 4:50 PM
Reposted by Anton Schreiner
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...
June 21, 2025 at 11:40 AM
Reposted by Anton Schreiner
All HPG 2025 papers are now available on the EG digital library.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
44-Issue 8
High-Performance Graphics 2025
diglib.eg.org
June 21, 2025 at 8:13 AM
Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.
We have multiple open job opportunities in game engineering, come work with us !
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
June 18, 2025 at 10:00 PM
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
careers.amd.com
June 18, 2025 at 4:50 PM
Reposted by Anton Schreiner
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
May 10, 2025 at 4:19 PM
Reposted by Anton Schreiner
Who would be interested in a version of #RenderDoc that captures and replays calls to the #WebGPU API (rather than calls to the underlying DirectX/Vulkan/Metal API)?

This is an early test that only lists the API calls, but already promissing! Will share when usable.
April 30, 2025 at 7:38 AM
Reposted by Anton Schreiner
TIL.
I've been using Moeller-Trumbore's ray/tri intersection almost everywhere, for ages. It includes several culling tests, including: u<0, v<0, u>1, u+v>1.
Then I encountered this Shadertoy yesterday:
www.shadertoy.com/view/wlsfRs
This one skips the test for u>1.
Which totally makes sense now.
Shadertoy
www.shadertoy.com
March 25, 2025 at 1:21 PM
Reposted by Anton Schreiner
@fcama.bsky.social and the other wizards from the FSR team should be very proud!
AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video!
youtu.be/nzomNQaPFSk
March 5, 2025 at 5:36 PM
Reposted by Anton Schreiner
AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video!
youtu.be/nzomNQaPFSk
March 5, 2025 at 2:01 PM
Reposted by Anton Schreiner
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
March 3, 2025 at 3:18 PM
Reposted by Anton Schreiner
With the cooperative matrices starting to standardise I'm kind of starting to wish for a cross-studio cooperation to see an open ML upscaler good enough to kill proprietary solutions.
I don't have the power to start something like that unfortunately.
March 3, 2025 at 10:02 AM
different input encoding
February 21, 2025 at 9:12 PM
Same MLP applied in world space to learn lighting
February 21, 2025 at 6:58 PM
Ported my old WebGPU MLP image compressor toy to my new d3d12 framework aschrein.github.io/mlp_compress...
February 20, 2025 at 9:15 PM
Reposted by Anton Schreiner
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!

www.ludicon.com/castano/blog...
February 20, 2025 at 10:03 AM
Got basic soft direct shadows going with blue noise eheitzresearch.wordpress.com/762-2/
February 19, 2025 at 9:07 PM