Paweł Pyrek's Avatar

Paweł Pyrek

@pbp.curiousensemble.com

Software engineer interested in graphics, distributed systems, networking, c, zig, go, asm and solving real problems. Husband, dad of amazing girl and boy.

174 Followers  |  665 Following  |  21 Posts  |  Joined: 03.11.2023  |  1.9508

Latest posts by pbp.curiousensemble.com on Bluesky

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New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
www.youtube.com/watch?v=HPqG...

Source repository:
github.com/runevision/D...

#gamedev #vfx

23.01.2025 15:28 — 👍 1600    🔁 385    💬 49    📌 32
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FixingTheGpu Fixing The GPU This represents opinions of the author and not necessarily aligned or not-aligned with any {prior, current, or future} employers! Also the author only cares about compute generated grap...

I didn't see any post related to Timothy Lottes notes about GPUs here. Let's share a link : docs.google.com/document/d/1.... This is a gold mine of quirks/information/thoughts for optimizing/developing on various GPUs.

19.12.2024 06:50 — 👍 31    🔁 9    💬 2    📌 0
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A guide to fast voxel ray tracing using sparse 64-trees

Interesting set of optimizations on SVO (size and traversal) dubiousconst282.github.io/2024/10/03/v...

30.11.2024 17:00 — 👍 43    🔁 7    💬 0    📌 0
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Compiler Explorer Compiler Explorer is an interactive online compiler which shows the assembly output of compiled C++, Rust, Go (and many more) code.

Godbolt now has Slang support!

godbolt.org
@compiler-explorer.com

05.12.2024 17:56 — 👍 41    🔁 13    💬 0    📌 1
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Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...

13.01.2025 15:37 — 👍 56    🔁 19    💬 0    📌 1
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dear imgui 1.91.7 released
github.com/ocornut/imgu...
- SDL_GPU backend, IsItemDeactivated signal fixes, better error handling, InputText fixes, Tables angled headers fixed on secondary monitors, Metal, Vulkan, Allegro5 backend fixes & many more.

14.01.2025 13:05 — 👍 52    🔁 9    💬 1    📌 0
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LunarG Releases Vulkan SDK 1.4.304.0 - Full support for Vulkan 1.4 - LunarG Today LunarG released Vulkan SDK 1.3.290.0 for Windows, Linux, and macOS. This SDK contains a NEW public beta of the Windows ARM Vulkan SDK.

LunarG releases Vulkan SDK 1.4.304.0 with full support for Vulkan 1.4 and more!

www.lunarg.com/lunarg-relea...

14.01.2025 20:14 — 👍 8    🔁 4    💬 0    📌 0
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GitHub - jhorstmann/radix-sort: Radix sort implementation using AVX-512 Radix sort implementation using AVX-512. Contribute to jhorstmann/radix-sort development by creating an account on GitHub.

Radix sort implementation using AVX-512 and rust by Jörn Horstmann: github.com/jhorstmann/r...

07.01.2025 09:23 — 👍 3    🔁 1    💬 0    📌 0
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Graphics Programming weekly - Issue 373 - January 5th, 2025 www.jendrikillner.com/post/graphic...

06.01.2025 15:34 — 👍 58    🔁 19    💬 0    📌 0
Real-Time Rendering Bibliography - 4th Edition

Great way to expand one's graphics knowledge: Every day grab and read a random graphics paper from realtimerendering.com/random.html. Even if you struggle to get the specifics, read the abstract or skim over it to learn about its existence and get the gist of a graphics technique.

31.12.2024 15:23 — 👍 84    🔁 18    💬 3    📌 0
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos GPU driven rendering in AnKi 3D Engine

Reminding that there is a 52' video presentation on GPU driven rendering. Covers:
- GPU persistent data (bindless textures++)
- GPU occlusion culling (fully in the GPU)
- Mesh shaders & fallback
- Performance on nVidia
www.youtube.com/watch?v=QNN3...

02.12.2024 20:39 — 👍 34    🔁 3    💬 0    📌 1

RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds

20.12.2024 17:25 — 👍 88    🔁 16    💬 0    📌 0
a table of world space coordinate system handedness and up axes across various digital creation software and game engines. Notably, Unity and Unreal are both left handed, but the vast majority are right handed. Additionally, Unreal is the only one that is left handed Z up

a table of world space coordinate system handedness and up axes across various digital creation software and game engines. Notably, Unity and Unreal are both left handed, but the vast majority are right handed. Additionally, Unreal is the only one that is left handed Z up

here, have a coordinate system chart~

13.11.2024 10:38 — 👍 1842    🔁 312    💬 77    📌 36
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The-Forge/Examples_3/Visibility_Buffer2 at master · ConfettiFX/The-Forge The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2 - ConfettiFX/The-Forge

Source code is here github.com/ConfettiFX/T...

31.12.2024 18:24 — 👍 0    🔁 0    💬 0    📌 0
I3D 2024 The Forge Industry Talk - Triangle Visibility Buffer 2.0
YouTube video by I3D Symposium I3D 2024 The Forge Industry Talk - Triangle Visibility Buffer 2.0

Nice presentation about Visibility Buffer implementation in The Forge, with compute based triangle rasterization, etc m.youtube.com/watch?v=kWLe...

31.12.2024 18:23 — 👍 5    🔁 1    💬 1    📌 0
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SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...

19.11.2024 22:24 — 👍 107    🔁 30    💬 1    📌 1
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Siggraph 2014 : Moving Frostbite to Physically based rendering V3 Here is the slides, course notes and Mathematica files of me and my-coworker Charles de Rousiers “Moving Frostbite to Physically based rendering” (The course notes have been update to v…

"Moving Frostbite to PBR" is 10 years old already but still an amazing physically based rendering and lighting resource, so much knowledge packed in there. seblagarde.wordpress.com/2015/07/14/s...

08.12.2024 16:53 — 👍 48    🔁 11    💬 3    📌 0

Look for git partial blobless clone and then sparse checkout

23.12.2024 21:16 — 👍 2    🔁 0    💬 1    📌 0
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Senior Principal Programmer - PlayStation®5 Rendering API United Kingdom, London

This holiday season, give yourself the gift of wondering whether you'd enjoy working on the Playstation graphics stack and making life better for graphics programmers, because we're hiring for our rendering APIs! job-boards.greenhouse.io/sonyinteract...

23.12.2024 17:03 — 👍 55    🔁 26    💬 4    📌 2
[PATCHSET v8 0/12] Uncached buffered IO

Posted v8 of the uncached buffered IO patchset. This should be fine for merging at this point, let's hope we can make the 6.14 kernel release.

lore.kernel.org/linux-fsdeve...

Separate branches exist for the core support and fs support, see the cover letter for details.

20.12.2024 15:52 — 👍 7    🔁 1    💬 1    📌 1

Git says I've added 30 thousand, and removed 81 thousand lines of code in #blender over the past year. Not bad, I'll take it!

20.12.2024 17:53 — 👍 19    🔁 2    💬 1    📌 0
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In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.

05.12.2024 22:11 — 👍 708    🔁 107    💬 12    📌 9
Bit-permuting 16 u32s at once with AVX-512 The basic trick to apply the same bit-permutation to each of the u32 s is to view them as matrix of 16 rows by 32 columns, transpose it ...

New blog post: Bit-permuting 16 u32s at once with AVX-512

bitmath.blogspot.com/2024/12/bit-...

10.12.2024 12:11 — 👍 5    🔁 2    💬 0    📌 0
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GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited

Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj

10.12.2024 13:04 — 👍 155    🔁 40    💬 5    📌 1

Next step U2/U3 NVMes? 😉

07.12.2024 20:14 — 👍 1    🔁 0    💬 1    📌 0
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frood, an Alpine initramfs NAS My NAS is just one big initramfs containing a whole Alpine Linux system. It’s delightful. Here's why and how.

I wrote up how my NAS is now just a big initramfs based on Alpine Linux. words.filippo.io/frood/

It's been pretty great. Immutable, declarative, and very very simple. Just some files, a list of packages, and a short script.

05.12.2024 21:29 — 👍 50    🔁 12    💬 5    📌 1
Gigi: A Platform for Rapid Graphics Development and Code Generation
YouTube video by Graphics Programming Conference Gigi: A Platform for Rapid Graphics Development and Code Generation

Last month I presented Gigi to the Graphics Programming Conference in Breda, talking about the history and motivation of Gigi, as well as implementation details.

My talk, and the rest, are now available on youtube.

The conference was amazing.

www.youtube.com/watch?v=MgCR...

04.12.2024 19:01 — 👍 76    🔁 14    💬 0    📌 0

No worries, we will have those soon enough 😉

05.12.2024 15:25 — 👍 1    🔁 0    💬 0    📌 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference Rendering Tiny Glades With Entirely Too Much Ray Marching

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 — 👍 452    🔁 108    💬 16    📌 9
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Vulkan 1.4 integrates and mandates support for many proven features into its core specification, expanding the functionality that is consistently available to developers, greatly simplifying application development and deployment across multiple platforms.

Learn more: khr.io/vulkan14

02.12.2024 17:25 — 👍 7    🔁 5    💬 0    📌 2

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