 
                        
                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.
            
        
    
    
            ๐ผ Triangles may have won the hardware-acceleration rendering battle ... ๐ผ
โน๏ธ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! โน๏ธ
See how it squares up: gpuopen.com/learn/biline...
               
            
            
                11.04.2025 15:02 โ ๐ 44    ๐ 9    ๐ฌ 0    ๐ 0                      
            
         
            
        
            
            
            
            
            
    
    
    
    
            I read it and used it and, indeed, it is a very interesting article.
               
            
            
                07.04.2025 06:32 โ ๐ 1    ๐ 0    ๐ฌ 0    ๐ 0                      
            
         
            
        
            
            
            
            
            
    
    
            
                             
                        
                Dynamic Register Allocation on AMD's RDNA 4 GPU Architecture
                Modern GPUs often make a difficult tradeoff between occupancy (active thread count) and register count available to each thread.
            
        
    
    
            Hello you fine Internet folks,
Today we are continuing our deep-diving into the RDNA4 architecture with looking at the newly added Dynamic Register Allocation and how it compares to Nvidia's `setmaxnreg`.
Hope y'all enjoy!
open.substack.com/pub/chipsand...
old.chipsandcheese.com/2025/04/05/d...
               
            
            
                05.04.2025 17:43 โ ๐ 59    ๐ 11    ๐ฌ 0    ๐ 1                      
            
         
            
        
            
            
            
            
            
    
    
            
                             
                        
                GPU Zen 3 cover and TOC
                Table of Contents: I GPU-Driven Rendering (Editors: Nicolas Lopez and Wolfgang Engel) 1 ย  ย GPU-Driven Rendering in Assassinโs Creed Mirage b...
            
        
    
    
            I use Slang since I joined NVIDIA and the transition from HLSL/GLSL was trivial. Then, I discovered all the cool new features, and helped differentiable Slang.
We wrote an article on example use-cases for backpropagation for games, coming out soon in GPU Zen 3! gpuzen.blogspot.com/2024/11/gpu-...
               
            
            
                21.11.2024 16:19 โ ๐ 40    ๐ 7    ๐ฌ 0    ๐ 0                      
            
         
            
        
            
            
            
            
                                                 
                                                
    
    
    
    
            Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20...
               
            
            
                16.11.2024 19:13 โ ๐ 46    ๐ 9    ๐ฌ 2    ๐ 0                      
            
         
            
        
            
            
            
            
            
    
    
            
                             
                        
                (Yet another) Introduction to quaternions
                
            
        
    
    
            โจA new article: (Yet another) Introduction to quaternions!
I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way ๐
I've also added a useful cheatsheet in the end ๐ฅณ
lisyarus.github.io/blog/posts/i...
               
            
            
                26.10.2024 18:47 โ ๐ 146    ๐ 38    ๐ฌ 6    ๐ 0                      
            
         
            
        
            
            
            
            
                                                 
                                                
    
    
    
    
            Forward from X:
โEON: A practical energy-preserving rough diffuse BRDFโ, by
Jamie Portsmouth, Peter Kutz, and Stephen Hill.
Link:
arxiv.org/abs/2410.18026
(GLSL code in paper)
Abstract: "We introduce the "Energy-preserving Oren--Nayar" (EON) model for reflection from rough surfaces. ..."
               
            
            
                24.10.2024 13:51 โ ๐ 30    ๐ 13    ๐ฌ 0    ๐ 1                      
            
         
            
        
            
            
            
            
            
    
    
            
                             
                        
                Superluminal
                The new industry-standard profiler for C/C++ and Rust on Windows, Xbox One and PlayStation 4. Trusted by AAA game developers all over the world.
            
        
    
    
            Hello, world!
This is the official account for Superluminal, a user-friendly CPU profiler for C/C++, Rust & .NET on Windows, Xbox and PlayStation.
Follow us to get updates on new releases and general news about our profiler.
And of course, if you haven't already, go try it out!
superluminal.eu
               
            
            
                24.10.2024 08:10 โ ๐ 32    ๐ 9    ๐ฌ 1    ๐ 1                      
            
         
            
        
            
            
            
            
            
    
    
            
            
            
                YouTube video by GDC 2025
                Reinventing God of War
            
         
    
    
            [Jan 14, 2022]
We are all plagued by doubt. Push through it. Believe in yourself - and those around you - and you can achieve incredible things. Success only appears obvious from the outside.
Listen to Cory Barlog on the uncertain journey to reinvent God of War. www.youtube.com/watch?v=aIb-...
               
            
            
                23.10.2024 20:57 โ ๐ 6    ๐ 2    ๐ฌ 0    ๐ 1                      
            
         
    
         
        
            
        
                            
                    
                    
                                            Grumpy programmer. Demoscener. I (try to) make machines produce faster and more beautiful pixels
                                     
                            
                    
                    
                                            Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
                                     
                            
                    
                    
                                            He/him
I teach C++ & computer graphics and make videogames
Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1
Check out my cozy road building traffic sim: https://t.ly/FfOwR
                                     
                            
                    
                    
                                            graphics & lighting @ naughty dog
                                     
                            
                    
                    
                                            Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
                                     
                            
                    
                    
                                            Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.
                                     
                            
                    
                    
                                            cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
                                     
                            
                    
                    
                                            - 3rd Year Graphics Programmer @BUas
- Blog/Portfolio: gikster.dev
- Currently working on my personal Vulkan renderer
- Massive Star Wars nerd
- 20, he/him
- From ๐ท๐ด
                                     
                            
                    
                    
                                            Software engineer interested in graphics, distributed systems, networking, c, zig, go, asm and solving real problems.
Husband, dad of amazing girl and boy.
                                     
                            
                    
                    
                                            Senior Render Programmer @IOInteractive ๐ฎ
Glacier โ | 007 First Light | Project Fantasy 
prev @Ubisoft
                                     
                            
                    
                    
                                            GPU Developer Technology Engineer
                                     
                            
                    
                    
                                            Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. ๆฅๆฌ่ชOK!
                                     
                            
                    
                    
                                            Graphics Programmer. Recently did a lot of volumetric and VDB rendering.
                                     
                            
                    
                    
                                            Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.
                                     
                            
                    
                    
                                            Engineering Fellow at Epic Games. Author of Nanite. 
                                     
                            
                    
                    
                                            Previously: Sr. Design Technologist @Playstation
UI/UX, React, Rust, Graphics, Game Dev, 420 | he / they ๐ณ๏ธโ๐
https://linktr.ee/whoisryosuke
#b3d #gamedev
                                     
                            
                    
                    
                                            Senior lead rendering engineer at EA. Prev Iron Galaxy. Sims, Battlefield, FIFA, Madden, Skyrim, Elder Scrolls Online, Crash Bandicoot.
                                     
                            
                    
                    
                                            Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
                                     
                            
                    
                    
                                            Passionate about gamedev technologies. I create things. Created raylib, raygui, rres and many other tools/libs at raylibtech. FOSS at: http://github.com/raysan5
                                     
                            
                    
                    
                                            Meta Engineering Manager - Avatar Performance and Visuals