Aisha Brown
@Aishization🏳️⚧️ 🏳️🌈 Graphics programmer, formerly @FeralGames and @unity3d. Opinions my own
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Excited to share my presentation from #thethingSthlm about Example-based Procedural Placement and our (@EmbarkStudios) experimental project Kittiwake, where we set out to explore a feeling of co-creation with a procedural system 😁😺 youtu.be/yED9t2tImog
With more companies not attending GDC blogs.unity3d.com/2020/02/27/an-…, maybe this year we can have more mini-conferences around the world that are more inclusive of all polygon.com/2020/2/4/21122…, and *actually* spread knowledge via public videos/blog posts instead of behind a paywall.
Why does The Wind Waker's Cel Shading still look so modern, even while so many other games barely hold up? Let's find out. youtube.com/watch?v=mnxs6C…
Got a new blog post ready for you all this weekend! This one is an introduction to real-time approximations for subsurface scattering, primarily focused on techniques used for skin shading: therealmjp.github.io/posts/sss-intr…
The Kindle edition of GPU Zen 2: Advanced Rendering Techniques is currently cheap as peanuts, if you don't mind reading books on a screen it is definitely worth it! amazon.co.uk/dp/B07SYP7P6B/…
I’d like to give some details on what is new on the new A13 Bionic GPU and #MetalAPI besides the performance and power improvements (1/13)
Some of the new things we are shipping this year with #MetalAPI (1) : - A new set of APIs for simplified GPU family handling - Indirect Command Buffers (ICB) for encoding compute workloads on the GPU - iOS gets PSO indirection for ICB - iOS gets range indirection for ICB
Must see presentations about memory model and atomics for C++ programmers: m.youtube.com/watch?v=A8eCGO… m.youtube.com/watch?v=KeLBd2…
Engineering specs for a number of DirectX features (including DXR, VRS, and all of D3D11) are now available at microsoft.github.io/DirectX-Specs. This supplements the official docs with an extra level of detail that can be useful to expert developers.
Its great to see Microsoft publishing the engineering specs for D3D in a github. devblogs.microsoft.com/directx/direct… Openness and transparency like this is awesome and very useful for developers getting their hands dirty
Excellent blog post about the GPU optimization process I am also using: devblogs.nvidia.com/the-peak-perfo…
GPUs execute 2d compute dispatch groups in scanline linear order. Not good for L1$ if your shader processes 2d area local data (blur, SSAO, SSR). Nvidia GDC 2019 slides show up to 47% perf increase by tiling your group.xy with a few ALU instructions. Claybook does similar stuff.
With all the AMD GCN architecture and scalarization blog posts recently, here's my understanding of NVIDIA Volta & Turing architectures' Independent Thread Scheduling features, and whether they affect the performance of divergent code:
A reminder that I am collecting GDC 2019 links here interplayoflight.wordpress.com/2019/03/21/gam…, please send any I have missed my way. Also thanks to @pixelmager for the steady stream of links! :-)
A few interesting posts on the Eidos website (thread): Deferred+: next-gen culling and rendering for dawn engine eidosmontreal.com/en/news/deferr…
Having over 20+ yrs experience & several games of the year under my belt, Transitioning from presenting male to female goes like this. As male: headhunted by studios, flown to interviews overseas. As female: email response to CV "we don't think you would be happy here"
Now that people have already said highly controversial stuff like ”debugger is useless for C++ development”, I think I can share my own controversial thoughts about unit testing, DRY, copy-paste coding and function length, etc... with 20 years of C++ programming experience.
My previous tweet on C++20 ranges example kinda exploded, so I thought it would be good to write down wot I think in a blog form. "Modern C++ Lamentations" aras-p.info/blog/2018/12/2… It's kinda random and not structured well, but hey I'm also trying to have a vacation here :)
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