Ray Tracing using HIP
Atsushi Yoshimura, Kenta Eto, Daniel Meister, Takahiro Harada (AMD / Advanced Micro Devices, Inc., Japan / USA)
| GameBoy | emulator, IDE and debuggers |
Ray Tracing using HIP
Atsushi Yoshimura, Kenta Eto, Daniel Meister, Takahiro Harada (AMD / Advanced Micro Devices, Inc., Japan / USA)
I gave a talk at the Khronos Shading Languages Symposium about the 100+ graphics samples my team at work maintains, how we're moving them from GLSL to Slang, some neat things we get out of it (like pointers, reflection, and inline SPIR-V assembly), and how you can use it too!
The video's now up here: https://www.youtube.com/watch?v=p-7_LegG3EE&list=PLYO7XTAX41FNNPsKsqy2nf1cT-NwtQUIa&index=3
And I've reuploaded the slides here with speaker notes included:
- PDF: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pdf
- PPTX: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pptx
My team at AMD is looking for DCGPU assembly programmers in Netherlands or remote. Drop me a message if you're interested or know someone with relevant low-level optimization experience :)
My team at AMD is looking for DCGPU assembly programmers in Netherlands or remote. Drop me a message if you're interested or know someone with relevant low-level optimization experience :)
New blog post about the GDB JIT interface. This brings me to 30 blog posts this year...!
The AMD Radeon Developer Tool Suite just got a major upgrade, with support for the newest GPUs, enhanced profiling, crash analysis, and more.
🛠️ Our latest blog explores these brand-new updates for RGP, RGD, RRA, RMV, RGA, and RDP.
➡️ Learn more: https://gpuopen.com/learn/radeon-developer-tool-suite-update-rgp-2-6/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts
Get up to speed with our latest advanced graphics research:
📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.
📥 Download the papers: https://gpuopen.com/learn/publications/?utm_source=mastodon&utm_medium=social&utm_campaign=research
Join us tomorrow for Getting Started with Slang: Modularization! We’ll explore: Modules & Visibility Control, Compilation Pipeline Magic, and Specialization Without Preprocessor Pain.
Learn more and register: https://shader-slang.org/event/2025/07/28/getting-started-with-slang-modularization/
#shader #slang #workflow