Piyush Verma's Avatar

Piyush Verma

@pixelsnafu.bsky.social

Graphics/Engine Programmer. Prog metal nerd. https://www.shadertoy.com/user/piyushslayer

143 Followers  |  209 Following  |  7 Posts  |  Joined: 06.12.2023  |  1.7114

Latest posts by pixelsnafu.bsky.social on Bluesky

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Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...

29.10.2025 14:18 โ€” ๐Ÿ‘ 56    ๐Ÿ” 15    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...

20.10.2025 13:13 โ€” ๐Ÿ‘ 63    ๐Ÿ” 25    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 412 - October 12th, 2025 www.jendrikillner.com/post/graphic...

15.10.2025 12:55 โ€” ๐Ÿ‘ 52    ๐Ÿ” 21    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
the cover of the book โ€œThe OpenGL SuperBibleโ€, by Graham Sellers, Richard S. Wright, Jr., and Nicholas Haemel

the cover of the book โ€œThe OpenGL SuperBibleโ€, by Graham Sellers, Richard S. Wright, Jr., and Nicholas Haemel

you can tell that OpenGL is a better religion than Christianity, because OpenGL has a SuperBible, while Christianity only has a normal bible

25.01.2025 21:54 โ€” ๐Ÿ‘ 925    ๐Ÿ” 250    ๐Ÿ’ฌ 15    ๐Ÿ“Œ 2
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Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...

07.10.2025 13:31 โ€” ๐Ÿ‘ 57    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...

29.09.2025 13:30 โ€” ๐Ÿ‘ 50    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...

22.09.2025 13:41 โ€” ๐Ÿ‘ 56    ๐Ÿ” 18    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...

15.09.2025 16:32 โ€” ๐Ÿ‘ 65    ๐Ÿ” 21    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years ๐Ÿ‘ด).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 โ€” ๐Ÿ‘ 154    ๐Ÿ” 52    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 2
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Graphics Programming weekly - Issue 406 - August 31st, 2025 www.jendrikillner.com/post/graphic...

01.09.2025 13:24 โ€” ๐Ÿ‘ 49    ๐Ÿ” 14    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...

10.08.2025 14:46 โ€” ๐Ÿ‘ 111    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Learning About GPUs Through Measuring Memory Bandwidth | Evolve

Learning About GPUs Through Measuring Memory Bandwidth www.evolvebenchmark.com/blog-posts/l...

06.08.2025 21:23 โ€” ๐Ÿ‘ 22    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 402 - August 3rd, 2025 www.jendrikillner.com/post/graphic...

04.08.2025 13:36 โ€” ๐Ÿ‘ 67    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Physically Based Rendering: Putting Pieces Together - Paweล‚ Stolecki || CD Projekt Red ||
YouTube video by Game Industry Conference Physically Based Rendering: Putting Pieces Together - Paweล‚ Stolecki || CD Projekt Red ||

Nice introduction (or refresher) to PBR: "Physically Based Rendering: Putting Pieces Together", Game Industry Conference 2024 presentation recording www.youtube.com/watch?v=OwyM...

03.08.2025 16:07 โ€” ๐Ÿ‘ 104    ๐Ÿ” 16    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 399 - July 13th, 2025 www.jendrikillner.com/post/graphic...

17.07.2025 13:11 โ€” ๐Ÿ‘ 54    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Implementing GJK - 2006
YouTube video by Casey Muratori Implementing GJK - 2006

This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...

11.07.2025 15:03 โ€” ๐Ÿ‘ 18    ๐Ÿ” 8    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Using the Matrix Cores of AMD RDNA 4 architecture GPUs - AMD GPUOpen This article is a quick how-to guide for using the WMMA intrinsics with our new AMD RDNAโ„ข 4 architecture GPUs.

๐Ÿ’ก Do you want to learn more about using the matrix cores of AMD RDNAโ„ข 4 architecture GPUs?

Our quick how-to guide shows you how to:

โœ… Use WMMA intrinsics on RDNA 4.
โœ… Implement a simple MLP.

๐Ÿ‘‰ Read the guide: gpuopen.com/learn/matrix...

11.07.2025 15:59 โ€” ๐Ÿ‘ 17    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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DERELIKT is finally on Steam! Share & Wishlist to keep up with development: store.steampowered.com/app/3810510/...

DERELIKT is a narrative retro FPS inspired by Alien Resurrection, Doom 3 and System Shock 2, with a dash of lovecraftian cosmic horror.๐Ÿช

18.06.2025 15:56 โ€” ๐Ÿ‘ 568    ๐Ÿ” 215    ๐Ÿ’ฌ 21    ๐Ÿ“Œ 17
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Graphics Programming weekly - Issue 395 - June 15th, 2025 www.jendrikillner.com/post/graphic...

17.06.2025 13:40 โ€” ๐Ÿ‘ 71    ๐Ÿ” 19    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Area Light Volumes... Thanks to @pema99.bsky.social for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!

08.06.2025 02:39 โ€” ๐Ÿ‘ 63    ๐Ÿ” 8    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...

10.05.2025 16:19 โ€” ๐Ÿ‘ 223    ๐Ÿ” 53    ๐Ÿ’ฌ 11    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 392 - May 18th, 2025 www.jendrikillner.com/post/graphic...

19.05.2025 17:15 โ€” ๐Ÿ‘ 68    ๐Ÿ” 16    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I've been noticing this on both my systems lately. Getting more and more ridiculous by the day tbh. ๐Ÿฅฒ

19.05.2025 15:43 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...

12.05.2025 13:30 โ€” ๐Ÿ‘ 74    ๐Ÿ” 23    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 388 - April 20th, 2025 www.jendrikillner.com/post/graphic...

22.04.2025 13:33 โ€” ๐Ÿ‘ 67    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - ubisoft/UbiChroma: UbiChroma is a one-stop solution for detecting color blindness-related issues in games. It replicates Protanopia, Deuteranopia, and Tritanopia filters over the game screen,... UbiChroma is a one-stop solution for detecting color blindness-related issues in games. It replicates Protanopia, Deuteranopia, and Tritanopia filters over the game screen, helping users flag acces...

Link: github.com/ubisoft/UbiC...

14.04.2025 14:45 โ€” ๐Ÿ‘ 6    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 โ€” ๐Ÿ‘ 173    ๐Ÿ” 55    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 387 - April 13th, 2025 www.jendrikillner.com/post/graphic...

14.04.2025 13:45 โ€” ๐Ÿ‘ 82    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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NEW Tutorial on Reading Math Papers!
mini.gmshaders.com/p/readingmath
An overview of mathematics for programmers.
Demystifying the fancy math symbols so you can use equations from more sources!

10.04.2025 01:25 โ€” ๐Ÿ‘ 57    ๐Ÿ” 18    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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