olorin99@kbin.social · 6 months agoAn Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2plus-squareacefanatic02.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkAn Introduction To BCn Texture Compression, Part 1: BC4 | Devfault v2plus-squareacefanatic02.github.ioolorin99@kbin.social · 6 months agomessage-square0fedilink
olorin99@kbin.social · edit-27 months agoAdding 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.plus-squaremedia.kbin.socialimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageAdding 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.plus-squaremedia.kbin.socialolorin99@kbin.social · edit-27 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoHierarchical Depth Buffersplus-squaremiketuritzin.comexternal-linkmessage-square0fedilinkarrow-up12arrow-down10
arrow-up12arrow-down1external-linkHierarchical Depth Buffersplus-squaremiketuritzin.comolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoMaking an AMDGPU debugger part III - Trap handlerplus-squaremartty.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkMaking an AMDGPU debugger part III - Trap handlerplus-squaremartty.github.ioolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoMaking an AMDGPU debugger part II - The Devkplus-squaremartty.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkMaking an AMDGPU debugger part II - The Devkplus-squaremartty.github.ioolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoMaking an AMDGPU debugger part I - The Planplus-squaremartty.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkMaking an AMDGPU debugger part I - The Planplus-squaremartty.github.ioolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months ago44 million triangles drawn in ~17ms. Wow GPUs are fast. Does anyone have any good resources on meshlet optimisations to speed it up?plus-squaremedia.kbin.socialimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1image44 million triangles drawn in ~17ms. Wow GPUs are fast. Does anyone have any good resources on meshlet optimisations to speed it up?plus-squaremedia.kbin.socialolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoReprojection in a Ray Tracerplus-squarejacco.ompf2.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkReprojection in a Ray Tracerplus-squarejacco.ompf2.comolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 7 months agoModernizing Granite’s mesh renderingplus-squarethemaister.netexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkModernizing Granite’s mesh renderingplus-squarethemaister.netolorin99@kbin.social · 7 months agomessage-square0fedilink
olorin99@kbin.social · 8 months agoOptimization and best practices - Mesh shaders on RDNA™ graphics cardsplus-squaregpuopen.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkOptimization and best practices - Mesh shaders on RDNA™ graphics cardsplus-squaregpuopen.comolorin99@kbin.social · 8 months agomessage-square0fedilink
olorin99@kbin.social · 8 months agoShader Printf in HLSL and DX12plus-squaretherealmjp.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkShader Printf in HLSL and DX12plus-squaretherealmjp.github.ioolorin99@kbin.social · 8 months agomessage-square0fedilink
olorin99@kbin.social · 8 months agoVisibility buffer + mesh shaders pretty much complete.plus-squaremedia.kbin.socialimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageVisibility buffer + mesh shaders pretty much complete.plus-squaremedia.kbin.socialolorin99@kbin.social · 8 months agomessage-square0fedilink
olorin99@kbin.social · 9 months agoDebugging mesh shaders. Yay!plus-squaremedia.kbin.socialimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDebugging mesh shaders. Yay!plus-squaremedia.kbin.socialolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · edit-29 months agoOccupancy explainedplus-squaregpuopen.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkOccupancy explainedplus-squaregpuopen.comolorin99@kbin.social · edit-29 months agomessage-square0fedilink
olorin99@kbin.social · 9 months agoMesh Shaders on RDNA™ Graphics Cardsplus-squaregpuopen.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkMesh Shaders on RDNA™ Graphics Cardsplus-squaregpuopen.comolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · 9 months agoUse the GPU, Luke!plus-squarearnaud-carre.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkUse the GPU, Luke!plus-squarearnaud-carre.github.ioolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · 9 months agoGPU Hang Exploration: Splitgate | clusterduck - pixelcluster's GPU blogplus-squarepixelcluster.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkGPU Hang Exploration: Splitgate | clusterduck - pixelcluster's GPU blogplus-squarepixelcluster.github.ioolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · 9 months agoTiled per-triangle soft shadow volumes · Lukasʼ Blogplus-squarelukaskalbertodt.github.ioexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkTiled per-triangle soft shadow volumes · Lukasʼ Blogplus-squarelukaskalbertodt.github.ioolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · 9 months ago[\#vulkan](https://kbin.social/tag/vulkan) render is coming along nicely. plus-squaremedia.kbin.socialimagemessage-square0fedilinkarrow-up12arrow-down10
arrow-up12arrow-down1image[\#vulkan](https://kbin.social/tag/vulkan) render is coming along nicely. plus-squaremedia.kbin.socialolorin99@kbin.social · 9 months agomessage-square0fedilink
olorin99@kbin.social · 10 months agoSecrets of Direct3D 12: Do RTV and DSV descriptors make any sense?plus-squareasawicki.infoexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkSecrets of Direct3D 12: Do RTV and DSV descriptors make any sense?plus-squareasawicki.infoolorin99@kbin.social · 10 months agomessage-square0fedilink