Nigel J W's Avatar

Nigel J W

@nigeljw.bsky.social

GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm. My opinions do not represent any of my current or past employers.

58 Followers  |  57 Following  |  24 Posts  |  Joined: 22.11.2024  |  1.5413

Latest posts by nigeljw.bsky.social on Bluesky

Almost like a non uniform lens array. I wonder if there are some distributions which create more coherent colored patterns (probably with single lens geometries). The only thing I can think of is some kind of golden ratio Fibonacci spiral layout pattern.

14.07.2025 15:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Did you try varrying the position of the spheres so they are not uniformly placed in a grid, or is it impossiple to get coherent rays?

11.07.2025 20:44 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I spend way too much time trying to find the right battery cells for my 4 year old daughter's toys. Everytime I get to the store, I am like: "Damn it, was it CR2032 or CR2025"? Also, not using rechargable batteries in the year 2025 is ridiculous.๐Ÿ˜ซ

21.06.2025 12:22 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know ๐Ÿงต

For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).

20.06.2025 14:42 โ€” ๐Ÿ‘ 5    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿ””Weโ€™re #Hiring! The Forge Interactive is looking for a Graphics Programmer and Technical Artist to join our team!

๐ŸŒ Remote-friendly & open to global candidates

๐ŸŒ Apply on LinkedIn: The Forge Interactive, Inc.
๐Ÿ“ง Or email: wolf@theforge.dev

#GameDev #GraphicsProgramming #TechnicalArtist #RemoteWork

22.05.2025 19:04 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

If models are locally conditioned and/or fine tuned to the existing code base, then I am more comfortable using them in a professional context. I hope things align in that direction eventually, but there needs to be a very high level of responsibility for the release process of the resulting code.

03.06.2025 16:43 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

In no way do I think that AI assisted coding should be banned. AI code completion is absolute magic, but I find the advanced (compute) algorithms I get from most LLMs to be garbage. It is definitely great for remedial work, but for anything complex, the ability of these tools are plainly overstated.

03.06.2025 16:34 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

You're handwaving away a lot of concerns in the OP. I specifically find the term "vibe coding" to be cringe, as it is putting lipstick on a pig. I don't mean for this to be offensive in any way. I think a pig is a pretty accurate analogy for an LLM (just eat everything and then shit out a result).

03.06.2025 16:30 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I don't think that correlation is entirely accurate, as it is specific to the dev culture and not specifically the size of the company. Stringent reviews let me sleep so much better at night after a merge. You're misinterpreting my opinion, as I think aspects of AI assisted coding is incredible.

03.06.2025 16:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I'm so glad that I am in a position in my career that I don't have to put up with "vibe code" dumped onto me in a production pipe.

03.06.2025 07:37 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Merging more code that people don't take the time to work through to fully understand seems like a recipe for disaster. I'm not trying to question the validity of your personal projects at all, just some basic observations that seem pretty obvious.

03.06.2025 07:12 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I cannot really take the term "vibe coding" seriously, not that I question the benefit from AI assisted coding. It is a pretty severe problem getting code properly reviewed especially for large companies with high code base churn rates. Some companies in particular struggle with productization.

03.06.2025 07:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

While I def agree with the main point, the person who has to actually debug the resulting obscure bugs in production will be living a hell that no one deserves. There may be no recourse to ask the original author, especially if the review process also is automated. This risk is more immediate.

02.06.2025 18:41 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I thought it was the plot to Pinky and the Brain.

24.05.2025 21:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

This would still have the older devices support issues I imagine.

19.05.2025 19:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Direct3D 11 on 12 - Win32 apps D3D11On12 is a mechanism by which developers can use D3D11 interfaces and objects to drive the D3D12 API.

There is a page on it here: learn.microsoft.com/en-us/window...

19.05.2025 19:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Registered for HPG 2025! Early bird registration ends tomorrow. Thankfully, it is in Copenhagen this year. Hope to see everyone there this year!

12.05.2025 07:31 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The best part of living in Europe has been access to electronic shops all over Europe without any import duties. I can always find very well priced components for the things I build. It takes a bit of digging especially to get around Google search filters, but the open access market is incrdible.

26.04.2025 18:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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WipEoutโ„ข Omega Collection Gravity Ends...As The Race Begins

Simulators are a driving force behind VR, especially in autosports. It is a symbiotic relationship. I think the PSVR feature for the WipEout Omega Collection was a driving force for sales of the game.
www.playstation.com/en-dk/games/...

19.04.2025 21:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The RealityKit pipeline is pretty amazing. Non destructive workflows and full (USD) asset(s) import. Straight into shader graphs. Though there are lots of limitations compared to more professional AAA software workflows.

18.04.2025 17:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Yeah, it is a legitimate problem with (especially modern) graphics APIs. It is like 4 seperate layers (not even considering the potentially many layers of DCC: Blender => Compressonator and/or Texture Tools Exporter => Asset Importer => API resource.

18.04.2025 17:52 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Vulkan: Feedback and testing Hi all, The Vulkan project is getting to a state where we need to validate if it can become an official supported backend (not experimental). Last month effort was spent to make the viewport performa...

@blender3d.bsky.social's Vulkan project needs to validate if it can become an official supported backend (not experimental). Blender is requesting feedback on stability, features not working, and troublesome platforms.

devtalk.blender.org/t/vulkan-fee...

15.04.2025 13:15 โ€” ๐Ÿ‘ 13    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Graphics SW Performance Engineer (AI/ ML) in Folsom, California | Advanced Micro Devices, Inc AMD | Careers Home is hiring a Graphics SW Performance Engineer (AI/ ML) in Folsom, California. Review all of the job details and apply today!

My team is hiring. Primarily looking for a SW dev with experience in:

* DX12/DXR graphics engine development.

* Tool development.

Potentially ideal for a game dev looking to make a pivot.

Location may be negotiable.

(Ignore the AI/ML label in the title)
careers.amd.com/careers-home...

11.04.2025 23:58 โ€” ๐Ÿ‘ 42    ๐Ÿ” 17    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Bilinear interpolation on a quadrilateral using Barycentric coordinates A new algebraic method for hardware-accelerated bilinear interpolation on convex quadrilaterals is presented, using the Barycentric coordinate feature of modern GPUs.

๐Ÿ”ผ Triangles may have won the hardware-acceleration rendering battle ... ๐Ÿ”ผ

โน๏ธ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! โน๏ธ

See how it squares up: gpuopen.com/learn/biline...

11.04.2025 15:02 โ€” ๐Ÿ‘ 44    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I could not believe when the headlines were like "Star of Batman Forever... ". Not the greatest example. Top Gun does not exist without him, and Goose of course. #RIP to both. The Salton Sea was another one of my favourites growing up.

02.04.2025 18:01 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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EVOLVE - Gpu ray-tracing benchmark | Product Hunt Introducing Evolve: A comprehensive GPU benchmark suite specializing in ray tracing. Measure your GPU's speed and performance across various categories, including ray tracing, energy consumption, and ...

๐Ÿฆ•Today we're launching on Product Hunt, where we'd love to score some upvotes! If you have some time available, help us achieve the top spot for today!๐Ÿฆพ

www.producthunt.com/posts/evolve...

25.03.2025 10:48 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Do you know if you are using the Vulkan backend? There was a great presentation from the Blender team about optimizations to their graphics stack at @vulkan.org's Vulkanized conference the other week:
www.vulkan.org/user/pages/0...

24.02.2025 19:21 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I think the acronym makes it a non-starter... ๐Ÿ˜…

24.02.2025 19:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Did you mention yet the meshlet primitive and vertex counts you are using? Are you using task shaders or doing amplification in a compute pass?

23.02.2025 21:13 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I completely agree. It is really confusing/silly to call a stratified grid cell a cluster.

23.02.2025 12:10 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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