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RE: Is Ernest still here?

I check in here quite often, but for now, I'm just focusing on clearing spam and keeping the instance alive. In January, I was working on the AP module, and there has been significant progress in the work, which hasn't been publicly published yet. Unfortunately, at the beginning of the year, I developed a skin condition that... #kbinMeta

https://kbin.social/m/kbinMeta/t/875274

RE: Is Ernest still here? - /kbin meta - kbin.social

I check in here quite often, but for now, I'm just focusing on clearing spam and keeping the instance alive. In January, I was working on the AP module, and there has been significant progress in the work, which hasn't been publicly published yet. Unfortunately, at the beginning of the year, I developed a skin condition that...

An Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2

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... #GraphicsProgramming

https://acefanatic02.github.io/posts/intro_bcn_part1/

An Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2

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 important, therefore, to understand how texture block compression works at a high level. What formats work best for base colors versus normal maps versus some arbitrary packed material data?

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 #GraphicsProgramming

Hierarchical Depth Buffers

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... #GraphicsProgramming

https://miketuritzin.com/post/hierarchical-depth-buffers/

Hierarchical Depth Buffers - Mike Turitzin

Making an AMDGPU debugger part IV - Grand finale

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_4/

Making an AMDGPU debugger part IV - Grand finale

Intro

Pain au GPU

Making an AMDGPU debugger part IV - Grand finale

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_4/

Making an AMDGPU debugger part IV - Grand finale

Intro

Pain au GPU

Making an AMDGPU debugger part III - Trap handler

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_3/

Making an AMDGPU debugger part III - Trap handler

Intro

Pain au GPU

Making an AMDGPU debugger part III - Trap handler

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_3/

Making an AMDGPU debugger part III - Trap handler

Intro

Pain au GPU

Making an AMDGPU debugger part II - The Devk

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_2/

Making an AMDGPU debugger part II - The Devk

Intro

Pain au GPU

Making an AMDGPU debugger part II - The Devk

Intro #GraphicsProgramming

https://martty.github.io/posts/radbg_part_2/

Making an AMDGPU debugger part II - The Devk

Intro

Pain au GPU