Andrew Cox retweeted
The Vulkan SDK components come from open-source repositories. While it is feasible to develop @VulkanAPI applications without using the Vulkan SDK, installing it has many advantages. Check out @LunarGInc's white paper that shares the many benefits. bit.ly/3P7omVL
Andrew Cox retweeted
@LunarGInc releases new Windows, Linux, and macOS SDKs for @VulkanAPI header 1.3.216 that include the AMD Memory Allocator, Validation Layer Fine-Grained Locking by default, vkconfig enhancements, new extensions, and support for MoltenVK version 1.1.10. bit.ly/3tER4EV
Andrew Cox retweeted
The provisional version of Vulkan Ray Tracing consists of 3 Vulkan, 2 SPIR-V, and 2 GLSL extensions. See the introductory blog post for more details and an overview of the functionality.
khronos.org/blog/ray-tracing…
Andrew Cox retweeted
Vulkan Ray Tracing Launched today! Industry's first non-proprietary ray tracing acceleration API khr.io/vkrayprovpress. NVIDIA beta drivers available today developer.nvidia.com/vulkan-…. Specs are provisional - please give us your feedback! khr.io/vkrayprovfeedback
Andrew Cox retweeted
The @VulkanAPI #RayTracing Arrives With New @thekhronosgroup Extension
phoronix.com/scan.php?page=a…
Andrew Cox retweeted
Why acting "big and soon" is so important. Even if the government isn't, we can still do so individually.
medium.com/@tomaspueyo/coron…
Andrew Cox retweeted
Dear friends and colleagues – those of you who are UK citizens – I have a huge favour to ask.
Thread 👇
1/9
Andrew Cox retweeted
NVIDIA Dynamic Diffuse Global Illumination (DDGI) GDC talk now free in the GDC vault. Here's the link without the registration wall:
gdcvault.com/play/1026182/
Andrew Cox retweeted
New blog post! ai.googleblog.com/2018/10/se… …this time on official Google AI Blog. :) together with @docmilanfar we explain some concepts of demosaicing, multi-frame super-resolution, practical super-resolution challenges and hint at how we solved them for Pixel 3 Super Res Zoom.
Andrew Cox retweeted
Glad to announce the list of accepted full papers and short papers at HPG 2018. Congratulations to all the authors! Check out the preliminary program: highperformancegraphics.org/…
Andrew Cox retweeted
Super excited about DirectX Raytracing. We are planning a Ray Tracing Gems book! See developer.nvidia.com/raytrac….
Andrew Cox retweeted
Welcome to ray tracing and the new hybrid future of real-time graphics. Games will now keep the amazing performance of rasterization methods and add the quality of ray tracing. With DXR, GPU ray tracing just became mainstream.
blogs.msdn.microsoft.com/dir…
Andrew Cox retweeted
PICA PICA - Real-time raytracing experiment with self-learning AI agents, using the new @DirectX12 Raytracing API (DXR) in our Halcyon R&D engine! youtube.com/watch?v=LXo0WdlE…
Andrew Cox retweeted
Unreal Engine 4 supports Microsoft’s DirectX Raytracing and NVIDIA RTX -
epic.gm/uj #UE4
Andrew Cox retweeted
#DirectX #Raytracing #DXR Announcing raytracing support in PIX on Windows. blogs.msdn.microsoft.com/pix…
Andrew Cox retweeted
A slide like this at the end funds research on the topics you care about. I'm asked annually to prove which games my papers impacted.
























