Andrew Cox (@ahcox) header
Andrew Cox (@ahcox) profile picture

Graphics Engineer

London, UK
Joined March 2009
Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)Photo by Andrew Cox (@ahcox)
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
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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
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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…
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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
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Why acting "big and soon" is so important. Even if the government isn't, we can still do so individually. medium.com/@tomaspueyo/coron…
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Dear friends and colleagues – those of you who are UK citizens – I have a huge favour to ask. Thread 👇 1/9
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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/
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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.
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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
git commit -m "fixed flickering"
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Only visible when scrolling.
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Super excited about DirectX Raytracing. We are planning a Ray Tracing Gems book! See developer.nvidia.com/raytrac….
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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…
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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…
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Unreal Engine 4 supports Microsoft’s DirectX Raytracing and NVIDIA RTX - epic.gm/uj #UE4
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Andrew Cox retweeted
#DirectX #Raytracing #DXR Announcing raytracing support in PIX on Windows. blogs.msdn.microsoft.com/pix…
Profiling, measurement and analysis engineering.riotgames.com/ne… #gamedev
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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.
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Andrew Cox retweeted
Your eyes just can't see all 12 back dots at the same time.
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