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I made a 32.32 fixed point math library with @PetriKero (targeting 64bit cpu archs). Most relevant math ops should be there. C# and C++, so #unity3d games can be made deterministic across platforms now. :) github.com/XMunkki/FixPointC…
Jere Sanisalo retweeted
Enterprise PBR Shading Model v2025: dassaultsystemes-technology.…
Jere Sanisalo retweeted
It's been over 10 years since we released Rogue Legacy 1, and in the pursuit of sharing knowledge, we are officially releasing the source code to the public.
github.com/flibitijibibo/Rog…
Eternal thanks to @flibitijibibo for setting this up, and being with us since the beginning.
Jere Sanisalo retweeted
"GPU Programming Primitives" Siggraph Asia 2023 course, discussing GPU implementations of tech like parallel reduction, radix sort, spinlock etc. Good optimisation section focusing on memory coalescing, groupshared mem bank conflicts and shader occupancy. gpu-primitives-course.github…
Jere Sanisalo retweeted
Signed distance functions (SDFs) are an important surface representation, which can be directly visualized via the “sphere tracing” algorithm.
At #SIGGRAPH2024 we showed how to sphere trace a whole new class of surfaces, based on *harmonic functions* rather than SDFs. [1/n]
Jere Sanisalo retweeted
Great article if you want to understand the differences of mobile and desktop GPUs.
chipsandcheese.com/2024/07/0…
The most important tidbits are 4x lower mem load issue rate (L1$ bandwith) and L1$ only serves textures. Buffer loads hit L2$. Big impact in GPU-driven / V-buffer.
Jere Sanisalo retweeted
enjoying #ICML2024 ? already finished with llama-3.1 tech report? if so, you must be concerned about the emptiness you'll feel on your flight back home in a couple of days.
do not worry! Wanmo and i have a new textbook on linear algebra for you to read, enjoy and cry on your long flight.
(1/5)
Jere Sanisalo retweeted
I've spent the past ~3 weeks going through the entire history of deep learning and reimplementing all the core breakthroughs.
It has completely changed my beliefs about deep learning progress and where we're headed.
Progress tracker in thread (all resources at the end) 👇
Jere Sanisalo retweeted
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies.
Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
Jere Sanisalo retweeted
NVIDIA just released FREE online courses in AI.
Here are 9 courses you can't afford to miss:
Jere Sanisalo retweeted
I wanted to work it out once and for all
framerate-independent lerp smoothing 🐱
Jere Sanisalo retweeted
The course notes from "A Gentle Introduction to ReSTIR" are not only well written but well presented as well, I really like the right column with the references and notes, so much easier to use compared to scrolling to the end of the document and back. intro-to-restir.cwyman.org/ 1/2
Jere Sanisalo retweeted
Shader programming best practices, some target NVidia GPUs but most are widely applicable developer.nvidia.com/blog/ad…
Jere Sanisalo retweeted
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: github.com/boksajak/brdf.
Original blog post is here: boksajak.github.io/blog/BRDF
Jere Sanisalo retweeted
I put up the pre-print of our LDAV '23 paper on speculative, progressive isosurface raycasting: willusher.io/publications/wg… ! We interactively render isosurfaces of volumes up to 2k^3 entirely in the browser on the GPU using #WebGPU ! Try out the live demo: willusher.io/webgpu-prog-iso…
Jere Sanisalo retweeted
The ultimate comparison of Hierarchical LOD graph performance rendered with CS and HW rasterization on desktop and mobile GPUs, including WebGPU, shows that algorithmic flexibility is much faster than any HW FFP: tellusim.com/04_hello_raster…
Jere Sanisalo retweeted
Somehow missed this awesome talk by @SebAaltonen about rendering SDFs in games (used in Claybook):
youtu.be/Xpf7Ua3UqOA
Check it out if this sort of thing interests you.
Jere Sanisalo retweeted
Volumetric lights with transparent shadow maps, read below how they are rendered:
Jere Sanisalo retweeted
The demoscene needs only the c64. It's the forever machine youtube.com/watch?v=YbkTSNev…
Jere Sanisalo retweeted
Now that the latest Chrome version has WebGPU support I guess I can finally talk about this. A year ago @david_ar and @cornusammonis were developing a compute shader based Shadertoy alternative called compute.toys I already had a lot of fun making some toy projects 😳
























