Thomas Griebel

98 Followers
142 Following
36 Posts

Sr Engine Programmer - Graphics @ Sanzaru Games (Meta).

Past: Ready At Dawn, id Software, Raven Software

I share mostly game, math, vr, and rendering content here. Hobby artist. Opinions my own! :D

Githubhttp://github.com/tgriebel/
LinkedInhttps://www.linkedin.com/in/thomas-griebel-19145328/
Twitterhttps://twitter.com/thomas_griebel
I haven't logged on in ages, but my last post was from my Vulkan renderer so here's an update

I feel like my toy Vulkan renderer is finally taking shape now that I have proper asset/scene management.

I'm using a chess scene to ground it in something. I modelled the pieces myself. Scenes have types and can run their own specialized logic in the case of Chess

I feel like too much of the conversation around software has shifted to "Don't overengineer" and "Pre-optimization is the root of all evil" that it needs to be stressed now that design still matters, performance still matters

Under-engineered systems that have a dozen ways to do one thing suck and take forever to generalize

Code not designed for performance often has to be completely rewritten to be optimized

So this is cool. Windows shows previews for 3d OBJ files
Variable name vs how it’s being used vs documentation in comment above it

So about that 4th edition of Physically Based rendering... The book is now in the hands of the printer and we have a solid date of March 23 2023 for books to be on shelves.

In the meantime we have posted PDFs of two full chapters--the ones on volumetric light transport, featuring all the latest null scattering goodness as well as two new complex and challenging scenes to render in the pbrt-v4-scenes repository.

Blog post with links and further details: https://pharr.org/matt/blog/2022/12/22/pbr-4ed

Some News About the 4th Edition of Physically Based Rendering

We have liftoff.

In today's episode of "The compiler is smarter than you", I just found out that gcc and clang will even SIMDify instructions for you:

https://gcc.godbolt.org/z/nMfvePssY

Compiler Explorer - C (x86-64 gcc 10.2)

void Dot( const float* v0, const float* v1, float* out, const int N ){ for ( int i = 0; i < N; ++i ){ out[i] = v0[i] * v1[i]; } }

#introduction

My name is Jiayin. I'm a senior graphics engineer working at Ready At Dawn (Meta).

I'm interested in computer graphics, both offline rendering and real time rendering. During day time, I mostly work on real time rendering stuff, things related to game engine. In my spare time, I occasionally wrote blog posts (https://agraphicsguynotes.com/). Apart from this, I also spend quite some time maintaining my open source ray tracer
(https://sort-renderer.com/)

A Graphics Guy's Note

This is my personal blog where I dump some notes that I think is useful.

Sister Mary Kenneth Keller, first woman C.S. PhD, taught at a local college where I grew up (all woman's Catholic college) and got her PhD from my alma mater UW - Madison

https://mastodon.social/@mcnees/109529757818032033

I'm a nostalgic guy, but never did I foresee the day I'd become nostalgic for Flash games and Newgrounds