My opinions do not represent any of my current or past employers.
For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).
For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).
🌍 Remote-friendly & open to global candidates
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
📧 Or email: wolf@theforge.dev
#GameDev #GraphicsProgramming #TechnicalArtist #RemoteWork
🌍 Remote-friendly & open to global candidates
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
📧 Or email: wolf@theforge.dev
#GameDev #GraphicsProgramming #TechnicalArtist #RemoteWork
devtalk.blender.org/t/vulkan-fee...
devtalk.blender.org/t/vulkan-fee...
* DX12/DXR graphics engine development.
* Tool development.
Potentially ideal for a game dev looking to make a pivot.
Location may be negotiable.
(Ignore the AI/ML label in the title)
careers.amd.com/careers-home...
* DX12/DXR graphics engine development.
* Tool development.
Potentially ideal for a game dev looking to make a pivot.
Location may be negotiable.
(Ignore the AI/ML label in the title)
careers.amd.com/careers-home...
⏹️ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! ⏹️
See how it squares up: gpuopen.com/learn/biline...
⏹️ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! ⏹️
See how it squares up: gpuopen.com/learn/biline...
www.producthunt.com/posts/evolve...
www.producthunt.com/posts/evolve...