olorin99
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olorin99

@olorin99@kbin.social

An Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2 (acefanatic02.github.io)

Texture block compression is a critical component of real-time rendering. Reducing the size of textures saves download time, disk space, memory, and GPU bandwidth. With a few exceptions (pixel art, some UI elements), it’s a reasonable expectation that all textures should be compressed to maximize these benefits. It’s...

olorin99, to GraphicsProgramming
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Adding backface and microtriangle culling cut the frame time from 17ms to 7ms. Scene has 900 stanford bunnies each with 69 thousand triangles for a total of 62 million triangles reduced to 6 million.

Hierarchical Depth Buffers (miketuritzin.com)

Overview A hierarchical depth buffer is a multi-level depth (Z) buffer used as an acceleration structure for depth queries. As with normal texture mip chains, the dimensions of each level are generally successive power-of-2 fractions of the full-resolution buffer’s dimensions. In this article I present two techniques for...

Making an AMDGPU debugger part I - The Plan (martty.github.io)

Intro GPUs are complex beasts - and certainly more mysterious in some ways than CPUs which come with ample amounts of documentation and manuals. Aspiring graphics programmers (too insignificant to have a devrel contact to give insight) are sometimes left to scrounge old GDC presentations on performance tips, with very little...

olorin99, to GraphicsProgramming
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44 million triangles drawn in ~17ms. Wow GPUs are fast. Does anyone have any good resources on meshlet optimisations to speed it up?

Shader Printf in HLSL and DX12 (therealmjp.github.io)

Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not...

RTR#51 End of a short break

Last week, I dealt with formalities related to the project and a few personal matters associated with the new year. Unfortunately, there was quite a lot to handle. Today is the last day I'm dealing with this, and I'm returning to the code for the regular devlogs. I'll also take care of current matters on the instance. On Tuesday...

olorin99,
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The only thing that needs to happen is for the api to be enabled on kbin.social. Interstellar should work with any kbin/mbin instance that has the api enabled.

OC Improved Channel Select Menu 0.2.0 — Makes your subscribed magazines and liked collections more accessible (greasyfork.org)

One of my most wanted features as of late has been for the channel select menu to have my subscribed magazines and liked collections. Right now, it just contains some general feeds, but I thought it'd be super useful to also have your mags and collections there for easy access! However, given that Kbin development priorities are...

A screenshot of the channel select menu with the userscript enabled.
olorin99,
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Found a bug. On mobile the menu is partly offscreen. image. Looks like the menu is aligned with the button rather than with the edge of the screen.

olorin99,
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Yep, all good now.

olorin99, to GraphicsProgramming
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Visibility buffer + mesh shaders pretty much complete.

olorin99, to GraphicsProgramming
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Debugging mesh shaders. Yay!

olorin99,
olorin99 avatar

@7u5k3n Haha happily I've managed to fix all the incorrect indices. No more unsettling shapes.

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