olorin99
olorin99 avatar

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
olorin99 avatar

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.
#graphicsprogramming #vulkan #meshshaders #stanfordbunny

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
olorin99 avatar

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...

olorin99, to GraphicsProgramming
olorin99 avatar

Debugging mesh shaders. Yay!

olorin99, to GraphicsProgramming
olorin99 avatar

render is coming along nicely.

The white furnace test – Light is beautiful (lousodrome.net)

What;s up with those empty renders in rendering research papers? The white furnace test, one of my favourite rendering debug tools. It can be used to check several levels of implementation, not just the BRDF, but also the sampling and the Monte Carlo integration loop,

  • All
  • Subscribed
  • Moderated
  • Favorites
  • megavids
  • kavyap
  • DreamBathrooms
  • InstantRegret
  • magazineikmin
  • osvaldo12
  • mdbf
  • Youngstown
  • cisconetworking
  • slotface
  • rosin
  • thenastyranch
  • ngwrru68w68
  • khanakhh
  • JUstTest
  • ethstaker
  • tacticalgear
  • modclub
  • cubers
  • tester
  • everett
  • GTA5RPClips
  • Durango
  • provamag3
  • Leos
  • anitta
  • normalnudes
  • lostlight
  • All magazines