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Carlos Fuentes

@carlosfuentes78.bsky.social

Graphics programmer at Codemasters. Worked also at Digital Legends and Pyro Studios.

48 Followers  |  49 Following  |  1 Posts  |  Joined: 21.10.2024  |  1.8417

Latest posts by carlosfuentes78.bsky.social on Bluesky

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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 read it and used it and, indeed, it is a very interesting article.

07.04.2025 06:32 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 59    ๐Ÿ” 11    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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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 Assassinโ€™s 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€” ๐Ÿ‘ 40    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20...

16.11.2024 19:13 โ€” ๐Ÿ‘ 46    ๐Ÿ” 9    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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(Yet another) Introduction to quaternions

โœจA 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 ๐Ÿ˜…

I've also added a useful cheatsheet in the end ๐Ÿฅณ

lisyarus.github.io/blog/posts/i...

26.10.2024 18:47 โ€” ๐Ÿ‘ 146    ๐Ÿ” 38    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 0
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Forward from X:

โ€œEON: 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€” ๐Ÿ‘ 30    ๐Ÿ” 13    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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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€” ๐Ÿ‘ 32    ๐Ÿ” 9    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
Reinventing God of War
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€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

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