dtoadq retweeted
In the last post in the Order Independent Transparency exploration series, I wrap up the investigation discussing 2 more transmittance function approximations: Weighted-Blended OIT and Moment Based OIT. interplayoflight.wordpress.c…
dtoadq retweeted
🧵- CppCon & loss of trust.
Context w/ *critical* CW:
teapawt.net/pati_gallardo/status/1…
Read the position and the links, most notably: patricia.no/2022/03/08/propo…
Note that the docs from #include <C++> weren't finalized.
This is my personal and individual perspective and experience.
1/
dtoadq retweeted
Today is already the last day of normal class for Graphics & Real-Time Rendering at UCSC. In three weeks, I start teaching a course on Game Engines.
I'm going to start blocking websites on google search results. Many times when I google technical questions, the results are scrapped from other sources and/or incorrect, bombarded with advertisements, begging to sign up for an account, etc.
dtoadq retweeted
To operate on large and complex meshes, we need data structures that are efficient and compact. Halfedge data structure is great for traversing the mesh by bringing in a new entity named halfedge. Here we look at some basics about the data structure.
dtoadq retweeted
Let's talk about the minimal draw call abstraction.
How much data you actually need to pass to the renderer to draw an arbitrary object to the current render pass?
Is this 32 byte struct enough to make it feature complete (state, material, shader)? Two draws per cache line?
dtoadq retweeted
New blog post! bartwronski.com/2022/02/15/l… "Light transport matrices, SVD, spectral analysis, and matrix completion" - how straight linear algebra can help rendering and computing the light transport.
From introductory concepts to advanced - spectral analysis and matrix completion.
dtoadq retweeted
@LunarGInc releases new @VulkanAPI 1.3.204.0 SDKs with Vulkan Profiles Toolset and new extensions. Also includes improved validation layer performance for multi-threaded applications. bit.ly/3sHxkzl
dtoadq retweeted
I've open-sourced my home prototype engine with the MIT license.
It contains a AAA-grade animation system, powered ragdolls, my prototype entity model (hybrid-ECS), libclang based reflection. a full resource system.
Hopefully someone finds it useful 😅
github.com/BobbyAnguelov/KRG
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I designed the 'minimum viable computer', a full Linux computer that fits in your pocket. It costs $15.
bbenchoff.github.io/pages/Li…
If you'd like to see more of this, please like, retweet, and share the above link in whatever forum or aggregator you frequent.
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If you haven't seen Instant Neural Graphics Primitives with a Multiresolution Hash Encoding
paper: nvlabs.github.io/instant-ngp… - take a look, truly groundbreaking work. This changes the equation for NERF rendering in a significant way.
nvlabs.github.io/instant-ngp… (@mmalex damn!)
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@YuriyODonnell informed me of that and did his own experiments to prove it happened and test alternatives for fast barycentrics. Code here github.com/kayru/Barycentric…



























