Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
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.
Project Page: graphics.cs.utah.edu/research/pro...
@daqilin.bsky.social @tizian.bsky.social
Project Page: graphics.cs.utah.edu/research/pro...
@daqilin.bsky.social @tizian.bsky.social
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.
www.youtube.com/live/eYZ6wS9...
www.youtube.com/live/eYZ6wS9...
www.youtube.com/watch?v=kkWa...
www.youtube.com/watch?v=kkWa...
bsky.app/profile/fabr...
Alas, they are in a sad state in terms of performance and usability. And strangely, the (very bad) binding perfs varies a lot with the driver.
→ read here: hal.science/hal-05138369
@rcmz0.bsky.social
bsky.app/profile/fabr...
pema.dev/2025/05/09/m...
pema.dev/2025/05/09/m...
www.youtube.com/watch?v=xtzW...
www.youtube.com/watch?v=xtzW...
www.youtube.com/watch?v=YcHG...
www.youtube.com/watch?v=YcHG...
Slowly working my way through finishing/editing/uploading unfinished old blog posts...
blog.yiningkarlli.com/2020/12/lupi...
Slowly working my way through finishing/editing/uploading unfinished old blog posts...
blog.yiningkarlli.com/2020/12/lupi...
www.youtube.com/watch?v=cwzP...
www.youtube.com/watch?v=cwzP...
arxiv.org/abs/2504.05562
research.nvidia.com/labs/rtr/pub... 1/
arxiv.org/abs/2504.05562
research.nvidia.com/labs/rtr/pub... 1/
Flow itself isn't CUDA based, but instead uses compute shaders
Some higher level observations in the replies 1/?
Flow itself isn't CUDA based, but instead uses compute shaders
Some higher level observations in the replies 1/?
www.youtube.com/watch?v=9yCE...
www.youtube.com/watch?v=9yCE...
integral sqrt( w^T S w ) dw ~= pi * (
(1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) +
(1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
integral sqrt( w^T S w ) dw ~= pi * (
(1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) +
(1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
www.youtube.com/watch?v=kF7s...
www.youtube.com/watch?v=kF7s...
www.youtube.com/watch?v=WNJ-...
www.youtube.com/watch?v=WNJ-...