Rendering Programmer at Meta. Formerly EA, Naughty Dog, Epic, and Unity.

Joined February 2014
Replying to @AgileJebrim
Also modern C++ has constructs such as templates and ranges, which are not simple 1:1 operations. The language has constructs that are inherently slow to compile. Many of them could be designed slightly differently and/or by making them language features instead of library features to make them significantly faster to compile. C++20 std library headers for example are significantly slower to compile vs C++17. Language isn't slower to compile, but the standard library is. It's such a massive template clusterfuck. So it's not just a compiler problem, it's also a standard library problem.
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meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and ...
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Local lights are now live in HypeHype! 🎉 I developed a new stochastic lighting algorithm — from concept to prototype to production — in just 6 months. Super proud of this one! [Details in thread 🧵] Here's a walkthrough of a game I relit with local lights
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meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression), even faster decompression on Apple Silicon, improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for hierarchical clusterization, simplification quality improvements and more. Thanks to Valve for sponsoring most of the work on the core library in this release!
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John Hable retweeted
RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12. Full release notes: github.com/baldurk/renderdoc… Binary builds: renderdoc.org/builds
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Introducing Glove Sculpts. Created from high-quality 3D scans, carefully cleaned, retopologized, and precision-sculpted to ensure exceptional detail. This library includes tactical, work, casual, winter, sports, and more glove styles. triplegangers.com These models are perfect for adding realistic detail to your characters. Glove Sculpts collection features 10 tactical, 6 sport, 19 casual and 30 work gloves, varying in their use case. Glove Sculpts are delivered as: - Zbrush *.ztl format file (Subtool) with an average of 7 subdivision levels. - 8192x8192 pixels uncompressed *.tif texture in Linear Color. - 4096x4096 specular map.
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meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations. Thanks to Valve for sponsoring most of the work on the core library in this release!
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Tiny Glade's rendering started simple, but now we have real-time global illumination, GPU-driven rendering, novel DoF, ray tracing, and entirely too much ray marching :D Wanna know more? Come see my GPC talk! Nov 14, Breda, NL. graphicsprogrammingconferenc…
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Performance comes from architecture. It’s not a thing you can bolt on at the last minute. It dies by a thousand small cuts, and thats not something you can fix a month before shipping. We’re no longer in the age of Icer Addis commenting out a PS2 syscall to get Madden to 16.666ms
Two ways to write software: 1. Performance first. Consider performance from the start. 2. Performance last. Make it work, make it right, then make it fast (if necessary). Poll: What's your typical approach?
25%Performance first
75%Performance last
9,742 votes • Final results
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John Hable retweeted
The video for our SIGGRAPH 2023 course "A Gentle Introduction to ReSTIR" is now available on the ACM Digital Library. It's freely available, without subscribing to the DL, by navigating through this specific link (our course is first): siggraph.org/wp-content/uplo…
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This is what reading code that uses auto looks like to me.
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Daily #Blender Tip: With this technique you can even use a mouse to draw perfectly tapered curves, creating ornament details easily. Last day to take advantage of my summer sale! blendersecrets.gumroad.com/l… #b3d
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John Hable retweeted
Quick and dirty, low accuracy approximation to elementary functions, new-ish from J.Muller (who wrote the book on elementary functions). Bipartite tables, bit tricks for logs and simple approximations of Sin and Cos without range reduction. hal.archives-ouvertes.fr/hal…
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Famously, you can turn any mesh into a "nice" (Delaunay) triangulation by just greedily flipping edges. We show that you can likewise turn any path into a straight (geodesic) path… by just greedily flipping edges! Even works on curved surfaces: nmwsharp.com/research/flip-g…
Finding geodesics on triangle meshes is a classically tricky problem. In new work with @keenanisalive at SIGGRAPH Asia, we discovered that a simple policy of greedily flipping edges provably generates a geodesic path! (1/N) nmwsharp.com/research/flip-g…
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John Hable retweeted
Perceptual Error Optimization for Monte Carlo Rendering pdf: arxiv.org/pdf/2012.02344.pdf abs: arxiv.org/abs/2012.02344
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You know what, IDE, I think you've kind of missed the point here.
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John Hable retweeted
RenderDoc v1.11 is out right now! It has a number of important bugfixes, as well as including some useful feature improvements and quality of life fixes. Full release notes are available: github.com/baldurk/renderdoc… as well as binary downloads: renderdoc.org/builds
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John Hable retweeted
Them: <So annoyed by questions on the phone> Everything is on the website. Just go get it from there! Me: Fine. <Goes to website> Website: "~Requires Adobe Flash Player version 10 or newer ~"
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