Daniel Dreher 🔜 GPC '25
deescacha.bsky.social
Daniel Dreher 🔜 GPC '25
@deescacha.bsky.social
Computer Graphics 🤝 Machine Learning

GeForce DevTech Engineer @ NVIDIA
All expressed views and opinions are my own
I hate CMake so much that I created my own build system for my hobby projects. It's inspired by UBT, targets and modules are defined by small C# scripts. Easy to use, extensible, no bloat, and the best part: I know exactly what it does.
Took half a year to get it done but it was so worth it. 😌
November 14, 2025 at 5:18 PM
Great blog post!
On a related note: If you attend GPC in Breda next week, I highly recommend our talk "Neural Shading for Real-Time Graphics" (www.graphicsprogrammingconference.nl/2025/#neural...)
November 14, 2025 at 4:32 PM
Reposted by Daniel Dreher 🔜 GPC '25
I got to do an explainer of neural shading-- with my NVIDIA hat on this time, and still full of Slang goodness! It's posted over at the NVIDIA developer blog: developer.nvidia.com/blog/how-to-...
How to Get Started with Neural Shading for Your Game or Application | NVIDIA Technical Blog
For the past 25 years, real-time rendering has been driven by continuous hardware improvements. The goal has always been to create the highest fidelity image possible within 16 milliseconds.
developer.nvidia.com
November 14, 2025 at 12:13 AM
"VK_IMAGE_LAYOUT_GENERAL can be used efficiently in nearly all cases. Aside from a few specific scenarios, such as image initialization or presentation, developers no longer need to use layout transitions at all, just use GENERAL!"

Thank god! 🙏

www.khronos.org/blog/so-long...
So Long, Image Layouts: Simplifying Vulkan Synchronization
Deploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing
www.khronos.org
June 27, 2025 at 8:30 AM