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Marcos Reposted

Graphics Programming weekly - Issue 366 - November 17th, 2024 jendrikillner.com/post/graphics-…

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Marcos Reposted

There are thousands of machine learning algorithms, but you'll rarely need more than a handful. A good start: 1. Linear/Logistic Regression 2. Decision Trees 3. Neural Networks 4. XGBoost 5. K-Means Would you add anything?


Marcos Reposted

Interview with @TellowKrinkle about their work on PSCX2. Super interesting about various PS2 hw quirks and emulation challenges. softwareengineeringdaily.com/2024/11/13/pla… #ps2 #emulation


Marcos Reposted

Transformer by Hand✍️ To study the transformer architecture, it is like opening up the hood of a car and seeing all sorts of engine parts: embeddings, positional encoding, feed-forward network, attention weighting, self-attention, cross-attention, multi-head attention, layer…


Marcos Reposted

Build a Transformer from scratch github.com/DorsaRoh/Machi… Implements & explains the Transformer, assuming you know absolutely nothing. Enjoy!


Marcos Reposted

If you're used to `htop`, drop everything and install `btop` real quick. Maybe alias it too. You'll thank me later. btop is beautiful! For the typical person: $ sudo apt install btop $ echo "alias htop=btop" >> ~/.bashrc

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Marcos Reposted

The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!

Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…

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Marcos Reposted

🚀 Exciting news! DirectX is adopting SPIR-V to enhance cross-platform compatibility. This shift allows Microsoft and hardware vendors to focus on features that will power the next generation of applications. Read about it here: devblogs.microsoft.com/directx/direct… #DirectX #SPIRV


Marcos Reposted

If you want to learn more about the GPU-driven rendering tech that we built for #AlanWake2 there's now a video recording of the talk that I did earlier this year at Digital Dragons: youtu.be/EtX7WnFhxtQ?si…


Marcos Reposted

This article on virtual shadow maps is insanely detailed (and good). I'm not sure how similar the implementations are, but this technique is also used in Unreal Engine. ktstephano.github.io/rendering/stra…

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Marcos Reposted

this is peak blogging...nothing can come close to this...every part and process explained in detail...you can move and control things and see the processes from different views...ciechanow.ski/archives/

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Marcos Reposted

More rumors about Nvidia entering the Windows laptop market. Both AMD and Nvidia will have M4 Max competitor next year. Strix Halo for AMD with massive 40CU iGPU on 3nm TSMC and Nvidia also planning similar APU with big GPU, but on ARM CPUs. 80W TDP = same as M4 Max.

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Marcos Reposted

I can't believe I finally get to say this. SDL3 is officially ABI locked! We will _add_ new things but not _change_ or _remove_ what's there, starting right now. Which means it's safe to start migrating your games to it, starting today! github.com/libsdl-org/SDL…


Marcos Reposted

GT-VBAO: Ground Truth Visibility Bitmask Ambient Occlusion: shadertoy.com/view/XXGSDd 1. image: GT-VBAO (left) vs. Reference (right). 2. image: the same as the 1., but converged. GT-VBAO matches the results of a brute force ray-marcher. This work was partially funded by @1000orks

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Marcos Reposted

Genetic Algorithms one love ❤️. I'm currently working on this, there much more progress than shown. And I feel like genetic algorithm gives me much more freedom than supervised learning or RL ever could. On my toy project I have enough compute. twitter.com/optozorax/stat…

I'm working on a simulation of a car that learns to drive using a genetic algorithm. This simulation uses semi-realistic physics, with proper forces and realistic wheel simulation. The car operates on a dense neural network with two hidden layers.



Marcos Reposted

New blog post: "Exact UNORM8 to float" fgiesen.wordpress.com/2024/11/06/exa… a satisfying solution to a problem that, quite possibly, nobody has


Marcos Reposted

github.com/seanbaxter/sha… I posted Circle/C++ build 100 (binary at circle-lang.org). This is my first C++ shader compiler release. Full C++ support for vertex, tessellation, geometry, fragment, compute, mesh and Vulkan ray tracing shader stages.

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Marcos Reposted

"Anisotropic Specular Image-Based Lighting Based on BRDF Major Axis Sampling", extends split sum method using multisampling of the preconvolved cubemap to implement anisotropic indirect specular. Awesomely presented with paper, code, video and ShaderToy. xavierchermain.github.io/publications/a…


Marcos Reposted

In probability theory, there's a whole slew of terms like "Markov chain" vs. "Markov process" etc. that can be hard to make sense of. Here's my attempt at some orderly, self-consistent nomenclature, for a course on Monte Carlo methods. Come at me with your worst nitpicks.

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