andrewmac
andrewmac.bsky.social
andrewmac
@andrewmac.bsky.social
Graphics/Rendering

https://www.andrewmac.ca/
Reposted by andrewmac
Just released bc_crunch: a tiny (~700 LOC), C99 library for lossless BC1/BC4/BC3/BC5 compression.
One .c/.h pair, no deps, no malloc
GPU-ready output
Zigzag + delta + popcount/dictionary tricks
Tested
Perfect for games, procedural assets, streaming textures.

github.com/Geolm/bc_cru...
GitHub - Geolm/bc_crunch: tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC)
tiny dependency-free lossless compressor for BC/DXT texture streams (C99, ~700 LoC) - Geolm/bc_crunch
github.com
November 15, 2025 at 1:18 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
November 11, 2025 at 4:06 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
October 29, 2025 at 2:18 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 412 - October 12th, 2025 www.jendrikillner.com/post/graphic...
October 15, 2025 at 12:55 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
October 7, 2025 at 1:31 PM
Reposted by andrewmac
"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul
Inside NVIDIA GPUs: Anatomy of high performance matmul kernels - Aleksa Gordić
From GPU architecture and PTX/SASS to warp-tiling and deep asynchronous tensor core pipelines.
www.aleksagordic.com
October 1, 2025 at 7:36 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
September 29, 2025 at 1:30 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
September 22, 2025 at 1:41 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
September 15, 2025 at 4:32 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 407 - September 7th, 2025 www.jendrikillner.com/post/graphic...
September 10, 2025 at 1:47 PM
Reposted by andrewmac
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
Reposted by andrewmac
Graphics Programming weekly - Issue 406 - August 31st, 2025 www.jendrikillner.com/post/graphic...
September 1, 2025 at 1:25 PM
Reposted by andrewmac
August 28, 2025 at 4:13 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 405 - August 24th, 2025 www.jendrikillner.com/post/graphic...
August 25, 2025 at 12:40 PM
Reposted by andrewmac
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 3:59 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 404 - August 17th, 2025 www.jendrikillner.com/post/graphic...
August 18, 2025 at 1:19 PM
Reposted by andrewmac
Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
August 17, 2025 at 4:33 AM
Reposted by andrewmac
Graphics Programming weekly - Issue 403 - August 10th, 2025 www.jendrikillner.com/post/graphic...
August 11, 2025 at 12:53 PM
Reposted by andrewmac
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...
August 7, 2025 at 6:13 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 402 - August 3rd, 2025 www.jendrikillner.com/post/graphic...
August 4, 2025 at 1:36 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 401 - July 27th, 2025 www.jendrikillner.com/post/graphic...
July 28, 2025 at 4:31 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 400 - July 20th, 2025 www.jendrikillner.com/post/graphic...
July 22, 2025 at 3:38 PM
Reposted by andrewmac
Graphics Programming weekly - Issue 399 - July 13th, 2025 www.jendrikillner.com/post/graphic...
July 17, 2025 at 1:12 PM