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Su01

@cognyx

Hobbyist artist

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Pinned

"Raytracing, the next weekend" by @Peter_shirley Thank you so much for the wonderful guide!

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A list of shader bugs by danil github.com/danilw/GPU-my-…

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What if Minecraft had realistic desaturated nights? Shaderpacks can do that!

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"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentations/…, they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupanc…


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😂OK NOW ITS REALISTIC MINECRAFT!


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— sky pillars

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Kernel Development From Scratch

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CHILL #Shinra3D

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🔥pc right now playing Minecraft


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Our Store page is now live and ready for wishlisting! store.steampowered.com/app/2477290/Ha… And if you'd like a behind-the-scenes look at the development of HL2RTX, check out this interview with the team's leads: youtube.com/watch?v=5FZ49O…


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A temple caretaker watching a volcano eruption in Bali 📸: Jeryl Tan

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Absolutely huge list of (mostly) graphics related resources, not all links are still active but you're bound to find something interesting in there tfpsly.free.fr/bookmarks.html


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tiny_bvh.h version 0.7.0 is out: github.com/jbikker/tinybvh This version adds CWBVH construction (and, for testing only, slow CPU-traversal of the data). CWBVH is the state-of-the-art algorithm for #RTXOff ray tracing on the GPU; it stores data for 8 nodes in just 80 bytes.


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We live in incredible times.

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For those looking forward to spatial splits in tiny_bvh.h: This has now been added, in version 0.5.0. Spatial splits significantly reduce the cost of ray queries in a BVH (by about 25%). An SBVH can still be optimized further with the BVH-post-optimizer. github.com/jbikker/tinybvh


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空から見たレンガ屋根の街 #Minecraft

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ポーションを研究する部屋 #Minecraft

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Mesmerizing compute shader: compute.toys/view/1512

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“noooo we can’t update in two months” one hour, take it or leave it

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Sheep shows gratitude to the dog after saving them from a wolf attack.

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