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Senior Engine and Graphics Programmer at Keen Games. Previously at Spliced Inc, Rocksteady Studios and Ubisoft. GFX, GameDev, Electronics, Maker & a tiny bit of Demoscene.
Twitterhttps://twitter.com/andsz
@Doomed_Daniel @steve @regehr @palvaro yeah I have heard the "Latin is logical" thing and consider it BS, promulgated by people who have either never learned Latin or forgotten all of it by the time they make that statement
Notes on FFTs: for users

I was just looking over SIMD FFT code I wrote in 2015 for Bink Audio and Miles Sound System to replace the old, all-scalar implementation we had been using since (presumably) the late 90s. That in …

The ryg blog

All us SDF rendering enthusiasts should have some kind of virtual conference so we can compare notes on what we've all tried and save each other a lot of time. We could call it something fancy like SIGSDF (Special Interest Group Signed Distance Frobs).

We could start with just the "well, that didn't quite work" track for now, unless anyone's actually managed to solve it and is willing to share.

@nnorm0145 motivated me to make the thing I was long thinking about: an online Gaussian blur kernel weights generator. It outputs sample weights & offsets to be used with linear filtering to reduce the number of texture reads by a factor of 2.

https://lisyarus.github.io/blog/graphics/2023/02/24/blur-coefficients-generator.html

Two-pass Gaussian blur coeffifients generator

I write stuff about math, simulation, graphics, gamedev, and programming.

lisyarus blog
Leaving the @RocksteadyGames office for the last time. It was an honour and a pleasure working with you all! I will miss you during these exciting times ahead of the release, but I will also have some exciting news to share after a short break! All the best to all of you! 👋😊
Quantum mechanics explains how Santa’s wavefunction can visit so many homes at once, and also why he never manifests while you’re trying to observe him.
AMD render pipeline shader details - aka GPU render graphs. Neat!
https://gpuopen.com/learn/rps_1_0/
Introducing AMD Render Pipeline Shaders SDK

Render Pipeline Shaders (RPS) SDK is now available for open beta access!

GPUOpen
I heard of a ChatGPT lisp/c++ rap battle so tried the obvious: "write a rap battle between a monte carlo renderer and a triangle rasterization engine". A+ work, right there.
New blog post: "What’s that magic computation in stb__RefineBlock?" https://fgiesen.wordpress.com/2022/11/08/whats-that-magic-computation-in-stb__refineblock/
What’s that magic computation in stb__RefineBlock?

The ryg blog
Oh, hey. I still have this 5 years old Mastodon account... might become useful, huh? 🤔