Pyrek Paweł

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651 Following
234 Posts

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Boosts appreciated :)

https://zeux.io/2025/03/31/measuring-acceleration-structures/

Measuring acceleration structures

Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors. It may seem like a trivial matter - surely, by 2025 all implementations are close to each other in memory consumption, and the main competition is over ray traversal performance and new ray tracing features? Let’s find out.

Making memcpy(NULL, NULL, 0) well-defined | Red Hat Developer

C2y makes memcpy(NULL, NULL, 0) and other zero-length operations on null pointers well defined. This removes a source of bugs that may result in security issues

Red Hat Developer
JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at https://github.com/jrouwe/JoltPhysics/releases/tag/v5.2.0
Release 5.2.0 · jrouwe/JoltPhysics

New functionality Added PlaneShape. An infinite plane. Negative half space is considered solid. Added TaperedCylinderShape. A cylinder with different top and bottom radii. Added EmptyShape. A shap...

GitHub
Horizon Zero Dawn Remastered: A deep dive into its enhancements

Nixxes shares developer insights on remastering Guerrilla’s action adventure for PS5 and PC.

PlayStation.Blog

meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations.

Thanks to Valve for sponsoring most of the work on the core library in this release!

GH stars / boosts welcome as usual ;)

GitHub release link: https://github.com/zeux/meshoptimizer/releases/tag/v0.22

Release v0.22 · zeux/meshoptimizer

This release contains many improvements to the meshoptimizer library and some gltfpack enhancements! Notably, meshopt_simplifyWithAttributes has seen significant improvements to attribute handling,...

GitHub
My #bcon24 talk "How to accidentally start working on Blender VSE" is up: slides https://aras-p.info/texts/img/2024-bcon-vse.pdf and video https://www.youtube.com/watch?v=WJVQLpGHB8g

"Leaving Rust gamedev after 3 years" by @logloggames is good. https://loglog.games/blog/leaving-rust-gamedev/

And only half of that is related to Rust! The rest are very good points about hype cycles, tech zealotry, search for silver bullets, being constantly sidetracked by shiny interesting tech instead of solving a problem, etc. etc. Very long, but also very good read.

LogLog Games

We already started the process for GPU Zen 3 ... we can still accept proposals on the side:

https://gpuzen.blogspot.com/

GPU Zen

I had a great time on Zig Showtime today talking about Ghostty and showcasing some interesting Zig patterns I use in the project. I've uploaded all the slides and a text version of the talk in addition to the video link: https://mitchellh.com/writing/ghostty-and-useful-zig-patterns
Talk: Introducing Ghostty and Some Useful Zig Patterns

Mitchell Hashimoto

#Fingerprinting #QUIC libraries via CONNECTION_CLOSE frames and transport parameter order

​"QUIC Library Hunter: Identifying Server Libraries Across the Internet"
https://arxiv.org/pdf/2308.15841.pdf

#DeepPacketInspection