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Graphics and generalist engineer. Currently at Telltale Games. searchable
@sinbad yeah, doing anything that looks like a custom render pass on the scene is immensely complicated. Just doing it correctly took me 2 months. Most other renderers I worked on it's a single line of code.

New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Boosts appreciated!

https://zeux.io/2025/05/03/load-store-conflicts/

Load-store conflicts

meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in decoding throughput. One of them, index decoder, has seen a significant and unexpected variance in performance across multiple compilers and compiler releases recently; upon closer investigation, the differences can mostly be attributed to the same microarchitectural detail that is not often talked about. So I thought it would be interesting to write about it.

Hey everyone! My talk on how we approach NPR rendering in
Unreal Engine at Telltale Games that I gave at the Graphics Programming Conferences is posted: https://www.youtube.com/watch?v=VoUJB5Cf31A
NPR Light Rendering at Telltale

YouTube
@aeva no, not yet. Been checking it out for maybe a quick erosion effect though.

@aeva exactly. Yeah, real interesting, and surprisingly usable just like that.

Want to play with some interpolation if I can figure that out in geom nodes.

@aeva Awesome! You inspired me to revisit an old blender terrain test I had a while ago

@aeva I've tried implementing it in blender, and it's not great.... Additionally it's a global solution, so build times used to get slow to rebuild the whole thing. I think in a lot of ways what you've built is maybe more practical. I'd like to extend it beyond splines a bit maybe.

The true win for both of these is being able to move things around without resampling problems though!

@aeva this is great! In case you haven't seen it, reminds me a bit of the Kriging system we used on The Witness: http://the-witness.net/news/2010/05/kriging-is-cool/
Kriging is cool. – The Witness

@rovarma @mjp @benoitvimont yes please. I'd gladly buy another license.
@doppioslash do you have any reference for some of the more reasonable ebook retailers, for when the authors don't sell books themselves?