Gregory Mitrano (@GregoryMitrano) header
Gregory Mitrano (@GregoryMitrano) profile picture

Graphics Engineer at Unity and Demoscener as Impakt (Catalyst + Youth Uprising). All opinions are my own.

Boston, MA
Joined January 2018
Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)Photo by Gregory Mitrano (@GregoryMitrano)
Gregory Mitrano retweeted
RenderDoc v1.8 is out now! This release includes SM5.1 D3D12 shader debugging support thanks to @skarolewics as well as a number of other improvements and fixes. Full release notes on github: github.com/baldurk/renderdoc… and build downloads: renderdoc.org/builds
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Gregory Mitrano retweeted
We are delighted to announce our brand new #Radeon Memory Visualizer developer tool for @DirectX12 and @VulkanAPI. Show your VRAM some love, today! gpuopen.com/introducing-rade… #GPUOpen #gamedev
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Gregory Mitrano retweeted
It's time! #GPUOpen is now relaunched on GPUOpen.com
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Gregory Mitrano retweeted
You spoke, we listened. @Radeon Software Adrenalin 2019 Edition Drivers are available now for @AMDRyzen Processors with Radeon Vega Graphics. Download today from AMD. amd.com/support
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Gregory Mitrano retweeted
HLSLexplorer 1.0 is out and open source. New features: Support for modern DirectX compiler and AMD GCN ISA, Real-time pixel shader preview. See the post for more details and some thoughts about its development: astralcode.blogspot.com/2018… #graphicsprogramming #rendering #hlsl
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Real-time composition of UI rendered via CEF/Chrome works surprisingly well in my Vulkan engine! gfycat.com/GiftedRewardingDi…
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This is what good GPU profiler looks like. Occupancy graph and bottleneck (SOL) graph. In 99% of cases you don't need any numeric data when you have both of these graphs. Slide 58 of my GDC presentation (approved by vendor).
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Gregory Mitrano retweeted
"A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering" jcgt.org/published/0007/03/0… #graphicsprogramming
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Gregory Mitrano retweeted
Ray Tracing without Ray Tracing API diaryofagraphicsprogrammer.b…
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Gregory Mitrano retweeted
Shader Playground now supports AMD's RGA! As the per the underlying rga.exe, input can be HLSL, GLSL, and SPIR-V Assembly. You can select which ASIC to target, and you can view disassembly, live register analysis, and CFG. shader-playground.timjones.i…
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RGP 1.2 shows driver barriers (including explanation). Awesome feature. Instantly realized that timing queries take 5% of my frame time in development builds (two barriers each, both full L2$ flush). Without timing queries 2% of frame spend waiting in barriers. Much better :)
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Released my second #Vulkan demo at AtParty 2018! #demoscene The party results are now available on pouet: pouet.net/party.php?which=15… I'll be uploading a YouTube capture as soon as I get a chance. pouet.net/prod.php?which=764…
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Gregory Mitrano retweeted
Vulkan 1.1.76 spec update is out, featuring VK_KHR_draw_indirect_count (yay! finally! :)). Hopefully driver support will be there soon? I've updated github.com/zeux/volk to the latest version.
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Gregory Mitrano retweeted
AMDuProf v1.2 has been released! The "Assess Performance (Extended)" profile has counters we discussed at GDC18. See developer.amd.com/amd-uprof/
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