Gabriel Sassone

197 Followers
231 Following
146 Posts
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarst. Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview - DirectX Developer Blog

We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the recently announced advanced shader delivery feature. Advanced Shader Delivery Advanced shader delivery is a new feature that distributes precompiled shaders when downloading a game, eliminating […]

DirectX Developer Blog
We can finally announce that @GabrielSassone and I are working on the second edition of the Vulkan rendering book! More details to come :)
A cool collection of monitor and sensor filter subpixel patterns https://geometrian.com/resources/subpixelzoo/
Subpixel Zoo: A Catalog of Subpixel Geometry

Display devices show color by illuminating small flat-color 'subpixels'—typically red, green, blue. They can be arranged in many ways. This page intends to be an exhaustive gallery of all subpixel variants found in the wild.

geometrian.com
Graphics Programming weekly - Issue 389 - April 27th, 2025 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-389/
Graphics Programming weekly - Issue 389 - April 27th, 2025 | Jendrik Illner - 3D Programmer

3D Programmer

Regarding https://mastodon.gamedev.place/@gob/112450371375832518, the best system for shader code I've used was at Media Molecule on Dreams:

- Any C++ file could embed a PSSL shader with macro begin/end, gets automatically compiled as part of the build process.
- PSSL and C++ shared headers of structs/defines/enums so always in sync.
- Lots of systems supported compiling as both C++ and PSSL (e.g. the whole maths lib, which used clang ext_vector for shader-like syntax/swizzles in C++ too)

...

Hugo Devillers (@[email protected])

All shading languages suck. Moreover, they’re an outdated concept and they’re failing us. https://xol.io/blah/death-to-shading-languages/

Gamedev Mastodon

Tomorrow, #GPC2024 starts! 🍾

To accompany our presentation on GPU Work Graphs, we've released another sample 🧑‍💻

🔥 This sample is accompanied by a six-part tutorial series to make #workgraphs even more accessible!

Head on over: https://gpuopen.com/learn/work-graph-playground/?utm_source=mastodon&utm_medium=social&utm_campaign=workgraphs

Work Graph Playground: a learning framework for GPU Work Graphs

Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.

AMD GPUOpen
After a long hiatus - a new post: https://c0de517e.com/015_vegetation_system.htm
From the archive: Vegetation in COD:BO4.

Angelo Pesce's homepage & blog on computers, graphics and other things.

New blog post: "Exact UNORM8 to float" https://fgiesen.wordpress.com/2024/11/06/exact-unorm8-to-float/ nobody asked, but here we go.
Exact UNORM8 to float

GPUs support UNORM formats that represent a number inside [0,1] as an 8-bit unsigned integer. In exact arithmetic, the conversion to a floating-point number is straightforward: take the integer and…

The ryg blog
GitHub - h3r2tic/tony-mc-mapface: A cool-headed display transform

A cool-headed display transform. Contribute to h3r2tic/tony-mc-mapface development by creating an account on GitHub.

GitHub
ToneMapping/PBR_Neutral/pbrNeutral.glsl at main · KhronosGroup/ToneMapping

A collection of tone mappers for the display of 3D graphics - KhronosGroup/ToneMapping

GitHub