Some updates to AGFX and 1.0 of AIMD (Amelie's Immediate Mode Debug)
AIMD now has a GPU driven debug renderer!
AGFX has also been updated with a few things: buffer barriers, bug fixes in the ImGui backend, and include directories for the shader compiler. Enjoy!
Link in comments
Expanding the AGFX ecosystem, so currently working on AIMD, an immediate mode debug renderer (CPU *and* GPU driven) that is just a drag and drop in your project. Should be ready sometime this week
Wrote my own simple neural texture compressor this weekend. Core logic is to train a small MLP against ISPC BC7 mode5/6, then inference on the GPU.
1-day spectral pathtracer (Vulkan 1.4 - Slang - C11) with Claude
Those small experimental projects are very nice and chill to make with AI now. Guide it through the architecture and you can make it go pretty far especially if you give it the right tools to test and iterate
Replying to @onemistakedair
This reminds me of one of my very old clips I hit (I'm not sure if it's true but the window to react is tight)
I am looking for full-time work starting October.
I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits.
DMs open. RTs appreciated!
Replying to @Dispatch_Graph @SebAaltonen
Something like this would be awesome. Would solve the whole material classification fiasco you need to go through with V-Buffer, it would eliminate the need for SBTs/Uber-shader approaches for RT reflections/ReSTIR etc. Shader graph/custom materials could work for raster AND RT
Working on a research renderer using AGFX meant to stress test the RHI, and I'd like to present my first win, rendering 10 billion triangles
(1st SC is D3D12, 2nd is Vulkan 1.4, 3rd is Metal 4)


























