Hey, are you going to sell these?
I'd like one!
13.04.2025 09:00 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
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 ๐ 57 ๐ 18 ๐ฌ 0 ๐ 0
Looks great, impressive work!
What are the numbers for this set up? Frame time and hardware.
Thanks!
09.04.2025 18:45 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Is it ok to ask you to be my daddy? :)
05.04.2025 06:30 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Neural Graphics in an Afternoon
In this article, Iโll show you how to write your first neural graphics program with Slang and SlangPy by walking through our 2D Gaussian Splatting example.
I've finally gotten a chance to put together an in-depth introduction to neural graphics for beginners in Slang using a simplified version of our 2D Gaussian splatting example!
shader-slang.org/blog/2025/04...
04.04.2025 22:34 โ ๐ 35 ๐ 10 ๐ฌ 1 ๐ 1
jo.dreggn.org/home/
- "Real-time Markov chain path guiding for global illumination and single scattering"
- "Neural two-level Monte Carlo real-time rendering"
๐
26.03.2025 18:10 โ ๐ 30 ๐ 4 ๐ฌ 2 ๐ 2
That page is soo good! Love finding old-fashioned tech blogs. Thanks :)
27.03.2025 23:27 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
To anyone at GDC interested in neural rendering/texture compression:
Alexey Panteleev is speaking tomorrow at 9:30am on how the new Cooperative Vector functionality in HLSL was used to implement the RTXNTC library. Start your week off strong!
schedule.gdconf.com/session/adva...
16.03.2025 22:50 โ ๐ 13 ๐ 5 ๐ฌ 0 ๐ 0
GitHub - NVIDIA-RTX/RTXNTC: NVIDIA Neural Texture Compression SDK
NVIDIA Neural Texture Compression SDK. Contribute to NVIDIA-RTX/RTXNTC development by creating an account on GitHub.
I'm very proud to announce that today NVIDIA has released our first public SDK for Neural Texture Compression (NTC)!
github.com/NVIDIA-RTX/R...
NTC exploits neural techniques to achieve 12-24x compression of PBR material textures with quality comparable or better than BC formats.
06.02.2025 20:44 โ ๐ 136 ๐ 29 ๐ฌ 5 ๐ 2
Excited too!
I wonder if Khronos would be quicker to introduce it to Vulkan.
Choose your fighter:
- bloated, somewhat detached open API organization
vs
- huge fat corporate monster of a machine
13.01.2025 16:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Now you need another apartment on the opposite side of the city in BLUE colors. Otherwise it will never be complete
13.01.2025 09:22 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Setting values of 2D array, the job
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Studio Art Director @EA DICE
โข making games since 2003 โข
โจThoughts on game dev, leadership & the pastries of Swedenโจ
๐ฃ๏ธ fr/en/lรคtt sv
Opinions mine (especially the smart ones) & don't represent the views of my employer
I'm a voice actor. Represented by CAA. prozdkp@gmail.com
CTO at JECO; prev FSR 4/3/2 Lead at AMD, GPU Drivers at AMD, Codeplay doing debuggers, compilers and optimizations for various folks. FPGA/Electronics/DIY hobbyist. Own opinion. https://domipheus.com/
๐ฎ๐น(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
lead engine programmer at Insomniac Games, focusing on animation tech - my team develops the animation, cinematics, physics and destruction systems that underpin all our games
Senior Programmer.
Graphics, C++, C#, Shaders, Unity, Unreal, PC, Console, Mobile, cats.
github.com/arycama
mastodon.gamedev.place/@Arycama
twitter.com/BenSimsTech
Graphics coder at ๐by day, imposter electronic musician and artist by night
I like to make things go fast (or go brrr)
Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org
Lead Rendering Engineer at That's No Moon. Prev: Epic, Unity, Disbelief, PlayStation, Intel. Agender GPU goblin. They/Them
โข Creator of Radical Pie equation editor, Slug Library, C4 Engine
โข Math / gamedev author
โข Geometric algebra researcher
โข Former Naughty Dog, Apple, Sierra
Lead Rendering Programmer at Sony Santa Monica Studio. Formerly Engine Lead at Ready At Dawn Studios. Chief Graphics Meme Officer for the entire internet.
https://therealmjp.github.io/
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/
the only good anime pfp acct ยท http://gpfault.net ยท http://github.com/nicebyte ยท http://nice.graphics
Engineering Fellow at Epic Games. Author of Nanite.
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com