Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
randomascii.wordpress.com/2025/11/10/r...
randomascii.wordpress.com/2025/11/10/r...
“Did you know that from 1991 to 1995, more than 200 demos were featured on national French TV in the show named "Micro Kid's"?
Here's an anthology!”
peertube.fenarinarsa.com/w/24nDZWh5Er...
“Did you know that from 1991 to 1995, more than 200 demos were featured on national French TV in the show named "Micro Kid's"?
Here's an anthology!”
peertube.fenarinarsa.com/w/24nDZWh5Er...
momentsingraphics.de/SpectralRend...
momentsingraphics.de/SpectralRend...
I was contacted today by someone who heavily rewrote it for GPU support, and cleaned […]
I was contacted today by someone who heavily rewrote it for GPU support, and cleaned […]
github.com/electronicar...
The big items:
* Indirect Draw (GPU driven rasterization)
* AMD FFX Upscaling /Frame Generation
* Variable aliases for shaders (~push constants)
If you want to play around with the FSR stuff, there's a "AMD FSR" technique in the Gigi Browser.
github.com/electronicar...
The big items:
* Indirect Draw (GPU driven rasterization)
* AMD FFX Upscaling /Frame Generation
* Variable aliases for shaders (~push constants)
If you want to play around with the FSR stuff, there's a "AMD FSR" technique in the Gigi Browser.
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
www.youtube.com/watch?v=Vyci...
www.youtube.com/watch?v=Vyci...
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: wolf@theforge.dev
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
momentsingraphics.de/SiggraphAsia...
momentsingraphics.de/SiggraphAsia...
github.com/svpv/qsort
github.com/JacksonAllan...
github.com/svpv/qsort
github.com/JacksonAllan...
It's a common misconception that CIELAB will instantly improve palettes produced by the median cut algorithm. Unfortunately it's not that simple.
📜 30fps.net/pages/median...
It gets pretty technical but I added some context to the intro.
It's a common misconception that CIELAB will instantly improve palettes produced by the median cut algorithm. Unfortunately it's not that simple.
📜 30fps.net/pages/median...
It gets pretty technical but I added some context to the intro.
🙈 Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
🙈 Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.
github.com/runevision/H...
Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.
github.com/runevision/H...
For this not-particularly-special anniversary, here's a re-cammed and narrated timelapse of (nearly) all character creation, object modeling, scene posing, and general 3D work for Obra Dinn from 2015 to 2018:
youtu.be/90vqCKEEj3s
For this not-particularly-special anniversary, here's a re-cammed and narrated timelapse of (nearly) all character creation, object modeling, scene posing, and general 3D work for Obra Dinn from 2015 to 2018:
youtu.be/90vqCKEEj3s