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Senior Graphics Programmer @ Digital Extremes
Blog: https://alextardif.com/eden.html

New article! A user *cough* @aras *cough* is reporting full system freezes while using Superluminal on Linux. What do you do? Cry? Well, we did a little bit.

But we also dove into the kernel...again, this time finding & fixing several issues in eBPF's spinlock implementation. Read all about it:

https://rovarma.com/articles/a-tale-about-fixing-ebpf-spinlock-issues-in-the-linux-kernel/

A tale about fixing eBPF spinlock issues in the Linux kernel | Ritesh Oedayrajsingh Varma

A system freeze led us deep into Linux spinlock internals, where we helped find not one but three bugs in the kernel's resilient locking code used by eBPF.

GPU Tracing Participating Media
https://alextardif.com/ParticipatingMedia.html

Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!

Being visited by a dreamy bunny

Now actually taking advantage of that delta tracking! There were in fact more bugs.

Any closer to the screen and it makes my GPU sing to me😆Gonna work on that next

You know what else I struggled with? Some silent update that reset my display profile to the manufacturer's instead of sRGB at a critical juncture in my understanding. Ohhhhh my god lmao

Enjoying going through "Physically Based Rendering", implemented with DXR.

The chairs here are participating media using delta tracking, which I hope is finally correct😆

I'll share the header for it soon + my notes, I struggled with terminology for a while.

New post up!

Bindless Oriented Graphics Programming
https://alextardif.com/BindlessProgramming.html

Alex Tardif: Graphics Programmer

State of GPU Hardware (End of Year 2025) - an overview of the current GPU market in context of what features are supported on end-users machines.
https://asawicki.info/articles/state_of_gpu_hardware_2025.php
State of GPU Hardware (End of Year 2025)

Shoutout @oli3012 for the accompanying article to go with the paper: "Screen Space Indirect Lighting with Visibility Bitmask"
https://cdrinmatane.github.io/posts/ssaovb-code/
https://arxiv.org/abs/2301.11376

Consider me converted to bitmasks, I have seen the light 😉 Great results, highly recommend

SSAO using Visibility Bitmasks

We recently released the paper Screen Space Indirect Lighting with Visibility Bitmask, a rendering technique based on GTAO that replaces the two horizon angles by a bit field representing the binary state (occluded / un-occluded) of N sectors uniformly distributed around the hemisphere slice. It allows light to pass behind surfaces of constant thickness while keeping the efficiency of horizon-based methods. In this post, we share some code to make it easier to implement in 3D applications and clarify some details from the paper.

I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

https://irradiance.ca/posts/microshadowing-part1/