Intel's moonshot system targets proposed by
@rajaxg.bsky.social
o 1 ExaFlop of raw FP8/INT8 compute performance
o 5 PB/s of "HBM" bandwidth at 138 TB Capacity
o 2.5 PB/s of GPU-GPU bandwidth
o All while maintaining a 132 KW power envelope
o At $3M price
x.com/RajaXg/statu...
#HPC #AI
21.02.2025 15:40 โ ๐ 7 ๐ 1 ๐ฌ 3 ๐ 0
This town in the state of Andhra, is a blend of San Francisco, Goa and Bangalore. Love visiting here. Poised to become the next big tech growth spot in India with the progressive push from the new government. @ncbn
10.12.2024 03:18 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
link labs.google/genchess
09.12.2024 15:55 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Genchess from google labs is cool
09.12.2024 15:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
@SingaporeAir ๐
06.12.2024 05:58 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Singapore airlines has the best food - agree/disagree?
06.12.2024 05:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
GitHub - electronicarts/gigi: A framework for rapid prototyping and development of real-time rendering techniques.
A framework for rapid prototyping and development of real-time rendering techniques. - electronicarts/gigi
A quick way to get started experimenting with @shader-slang.bsky.social is through the rapid graphics development platform Gigi which lets you do GPU programming without c++. Just a node graph and shaders, and view the results in the viewer in real time with hot reloading.
github.com/electronicar...
24.11.2024 18:04 โ ๐ 102 ๐ 22 ๐ฌ 2 ๐ 2
Ominous setup
Have 3 VS Code Windows open each SSH connected to a remote system
First system is 8 Intel PVC 1550 GPU
Second one is 8 MI300X
Third one is 8 H100s
All three running my torchure tests in parallel:)
25.11.2024 01:18 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Paper page - Edify Image: High-Quality Image Generation with Pixel Space Laplacian
Diffusion Models
Join the discussion on this paper page
NVIDIA just published "Edify Image: High-Quality Image Generation with Pixel Space Laplacian Diffusion Models"
Discussion: huggingface.co/papers/2411....
Project page: research.nvidia.com/labs/dir/edi...
Arxiv: arxiv.org/abs/2411.07126
13.11.2024 14:00 โ ๐ 4 ๐ 1 ๐ฌ 1 ๐ 0
Computational Photography Researcher @ Adobe, previously Princeton PhD: https://ilyac.info
I sometimes do a regular photography: http://instagram.com/_ilya_c
Our lab: https://light.princeton.edu/
Host of @thedavidpakmanshow.bsky.social
๐ฎ indie tech artist
๐๏ธ I made Shader Forge & Shapes
๐ working on https://half-edge.xyz
๐ฅ shader sorceress
๐ math dork
๐ฅ rare YouTuber/streamer
๐ก ex-founder of @NeatCorp
my kids:
๐ฅช @toast.acegikmo.com
๐ฅ @salad.acegikmo.com
๐โโฌ @thor.acegikmo.com
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ยฝ of Pounce Light, ยฝ making sense ยฝ the time; he/him; ๐ฆ
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
the only good anime pfp acct ยท http://gpfault.net ยท http://github.com/nicebyte ยท http://nice.graphics
graphics & lighting @ naughty dog
3D graphics engineer specializing in mobile and AR. Author of โMetal by Exampleโ
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
20+ year game dev, and graphics researcher. Currently at EA SEED.
Tech blog:
https://blog.demofox.org/
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Graphics / Game Developer ๐ณ๏ธโ๐
Senior developer at Microsoft. Demoscener. Babylon.js core team. Technical Emmy Award winner with Golaem. AFOL. Personal views here!
Interests: Graphics ๐ผ๏ธ, Game development ๐น๏ธ, Retrodev (MSX / MSX2) ๐พ. Ray Tracing ๐! Also interested in, but not posting on: Teaching ๐, piano ๐, marriage ๐ง๐ปโ๐คโ๐ง๐ป, Christianity โ.
Graphics dev and vegan ๐ฑ
Rendering Engineer @ Traverse Research
Cycle saver and bit juggler
Artisan Cube Crafter
she/her
โlazy game devโ or in other words: uses ray tracing.
principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages |
opinions are my own
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
Senior Core/Gameplay Engineer. C++ Engine/Rendering nerd and UE5 enthusiast. Visual Assist MVP, Women in Games Ambassador. Climber and Alpinist trying to get back into shape
Graphics nerd - Rendering Lead on Unreal Engine @ Epic. Previously Rendering @ Roblox, Deviation Games, Halo, and more!
Also on Mastodon: @gkaerts@mastodon.gamedev.place
๐ง๐ช๐จ๐ฆ