Pinned Tweet
After some late night coding nights I finally released px_render.h
Single Header backend renderer (multithreaded, command based, render agnostic)
github.com/pplux/px
Heavily inspired by bgfx (@bkaradzic) and sokol_gfx (@FlohOfWoe )
Single Header backend renderer (multithreaded, command based, render agnostic)
github.com/pplux/px
Heavily inspired by bgfx (@bkaradzic) and sokol_gfx (@FlohOfWoe )
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Jose L. Hidalgo retweeted
#rtradvances a final section for #SIGGRAPH2023 is right now! @iryoku1 and @miguel_oenp from @sd_studios are presenting the details of their work on photorealistic digital humans and Ray tracing from The Callisto Protocol
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Jose L. Hidalgo retweeted
It's with the highest of emotion that I am able to share with you our final ascension to the mountain that was releasing The Callisto Protocol and it's DLC. I am truly humbled and could not be more honored and proud of the core, tech art and render teams we assembled and I look ogether.
Please join us tomorrow, on Tuesday 8th, for our talk at #SIGGGRAPH2023 about The Rendering of The Callisto Protocol. We will dive deep in on how our team pursued film quality and photorealism on The Callisto Protocol.
A special thanks to our Principal Lighting Artist, Yan Ostretsov, for the renders in this tweet and to our Director of Lighting, Atsushi Seo (@_atsushi_), and his entire Lighting team for all of the incredible work that they have done to elevate the visuals.
@miguel_oenp @MiguelRodRic @_aborres @ioennirdev @CrazyMoai @double_coder @edumarting @martincontel @pablojdeandres @edwardjohnCA
Please join us tomorrow, on Tuesday 8th, for our talk at #SIGGGRAPH2023 about The Rendering of The Callisto Protocol. We will dive deep in on how our team pursued film quality and photorealism on The Callisto Protocol.
A special thanks to our Principal Lighting Artist, Yan Ostretsov, for the renders in this tweet and to our Director of Lighting, Atsushi Seo (@_atsushi_), and his entire Lighting team for all of the incredible work that they have done to elevate the visuals.
@miguel_oenp @MiguelRodRic @_aborres @ioennirdev @CrazyMoai @double_coder @edumarting @martincontel @pablojdeandres @edwardjohnCA
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Jose L. Hidalgo retweeted
(1/3) @trevordblack
and @hollasch and I are proud/happy to announce that we’ll be releasing the alpha of the next major version of raytracing.github.io on day 1 of @siggraph (final version by end of 2023).
and @hollasch and I are proud/happy to announce that we’ll be releasing the alpha of the next major version of raytracing.github.io on day 1 of @siggraph (final version by end of 2023).
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Jose L. Hidalgo retweeted
The program for #rtradvances for @siggraph 2023 is now online - check it out! Amazing talks from across the gaming industry for advances in the real-time tech
advances.realtimerendering.com
advances.realtimerendering.com
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Jose L. Hidalgo retweeted
When you are developing graphics on Nvidia GPU, you can easily do something that looks correct, but breaks on AMD. These are the things that even the debug layer cannot validate:
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Jose L. Hidalgo retweeted
Dear ImGui 1.89.8 released!
github.com/ocornut/imgui/…
- general maintenance, 20+ fixes/small features
- opt-in support for OpenType SVG emoji/colorful fonts via Freetype+lunasvg
- near finish-line tweaks to range-select branch before merging in 1.90
github.com/ocornut/imgui/…
- general maintenance, 20+ fixes/small features
- opt-in support for OpenType SVG emoji/colorful fonts via Freetype+lunasvg
- near finish-line tweaks to range-select branch before merging in 1.90
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Jose L. Hidalgo retweeted
By “encouragement” I think he means “10 years of constant badgering”.
If you want the definitive paper on fast reciprocal square root approximation, read Mike Day’s paper: arxiv.org/pdf/2307.15600…
If you want the definitive paper on fast reciprocal square root approximation, read Mike Day’s paper: arxiv.org/pdf/2307.15600…
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Jose L. Hidalgo retweeted
I modified the raytraced transparency rendering technique to use an anyhit shader, to avoid tracing new rays through the acceleration structure for each hit point, and multi-layer alpha blending to implement OIT and wrote a blog post discussing the results interplayoflight.wordpress.com/2023/07/30/ray…
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Jose L. Hidalgo retweeted
The Feynman Lectures on Physics are completely Free online. Read them here:
Volume 1: feynmanlectures.caltech.edu/I_toc.html
Volume 2: feynmanlectures.caltech.edu/II_toc.html
Volume 3: feynmanlectures.caltech.edu/III_toc.html
Volume 1: feynmanlectures.caltech.edu/I_toc.html
Volume 2: feynmanlectures.caltech.edu/II_toc.html
Volume 3: feynmanlectures.caltech.edu/III_toc.html
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Jose L. Hidalgo retweeted
Thread about surface winding numbers! Look for an official code release in the coming weeks 🙂.
Excited to announce our #SIGGRAPH2023 paper
"Winding Numbers on Discrete Surfaces,"
with @nicolefeng_ and @MarkGillespie64.
In essence, we address the question: given a jumble of curves on a surface (possibly noisy & broken), which points are "inside" vs. "outside"? [1/n]
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Jose L. Hidalgo retweeted
I'm pleased to share with you my latest tutorial explaining how I implemented the Tire Deformation in Electric Dreams, the GDC demo of Epic Games :
dev.epicgames.com/community/lear…
#UE5 #Chaos #Niagara #Nanite #Shader #ElectricDreams #GDC2023
dev.epicgames.com/community/lear…
#UE5 #Chaos #Niagara #Nanite #Shader #ElectricDreams #GDC2023
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Jose L. Hidalgo retweeted
Be a bird-tuoso with Viola the Bird, an experiment I created for Google Arts & Culture: goo.gle/violathebird
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Jose L. Hidalgo retweeted
Let's talk about fast draw calls on bottom 50% mobile devices. And let's ignore the bottom 10% so that we can assume Vulkan 1.0 support = compute shaders.
Why are we not doing GPU-driven rendering? Why instancing is not always a win?
Why are we not doing GPU-driven rendering? Why instancing is not always a win?
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Jose L. Hidalgo retweeted
I forked Meta's IGL library and making it into a lean Vulkan 1.3 wrapper. The preliminary idea is to use it in the next edition of our book to teach more realistic Vulkan.
github.com/corporateshark…
github.com/corporateshark…
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Jose L. Hidalgo retweeted
Let's discuss one of the biggest bottleneck on mobile GPUs: The attribute shading to memory.
Mobile GPUs defer the pixel work and bin it to tiles (overdraw elimination + on-chip tile locality). Downside is that they pre-shade vertices and write them in memory...
Mobile GPUs defer the pixel work and bin it to tiles (overdraw elimination + on-chip tile locality). Downside is that they pre-shade vertices and write them in memory...
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Jose L. Hidalgo retweeted
This is a good presentation about optimizing performance. Contains only one low level optimization (pack hash key to 64 bit int). Optimizing code isn't about SIMD or multithreading. It's understanding what you are doing.
youtu.be/5rb0vvJ7NCY
youtu.be/5rb0vvJ7NCY
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Jose L. Hidalgo retweeted
Wow, I LOVE this new Rust release! The compiler now specifically recognizes Git merge conflicts and explains what they mean. ❤️❤️❤️
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Jose L. Hidalgo retweeted
Here's a short dynamics-based explanation of the equation e^(πi)=-1
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Jose L. Hidalgo retweeted
Finally we are releasing the code for "3D Gaussian Splatting for Novel View Synthesis" that won the #SIGGRAPH2023 best paper award. This is a huge milestone and we did a huge effort to provide clean code and reproducible results.
github.com/graphdeco-inri…
github.com/graphdeco-inri…
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