Tarun R
@rtarun0CS Student who likes graphics programming :) Currently looking for jobs related to C++ / Graphics. https://t.co/cF947MPquN https://t.co/cihrZJnNxP
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Hey everyone! I'm Tarun, a final year CS student based in India. I'm currently looking for C++ / GPU programming related internships / jobs. I have experience with C++ 20, DirectX12/11, Renderdoc, Nvidia Nsight & Python (1/2)
We've been hard at work over on the Graphics Programming Discord server. I give you GP-Direct! A showcase of all the coolest bespoke technology for games and graphics, made by members of our community. Check it out! youtu.be/E07I1VRYlcg #graphics #gpdirect
rtarun9.github.io/blogs/async_co… Hey everyone! Following my recent post on my voxel engine, I've written a small blog that explains the Multithreaded Async/Future chunk meshing system I've integrated into my engine. #blog #graphics #directx12 #voxels
A small demo of my WIP voxel engine where I've decided to first heavily focus on the rendering 'tech' rather than techniques. Currently features an Async copy queue, Indirect rendering, GPU culling, reverse Z, bindless rendering, etc! (All in C++ / DX12). github.com/rtarun9/voxel-…
Spent a few hours debugging a problem in cuda, and turns out the output of printf("%d %d %d ", 1 << 11 , (int)round(pow(2, 11)), (int)pow(2, 11)); In the cuda kernel is 2048 2048 2047 😶
Started working on a new voxel engine! Got basic chunk loading / unloading done so far (rendering only 1 voxel per chunk in this demo). Next step : Procedural generation for terrain. (github.com/rtarun9/voxel-…)
Ray tracing in one weekend, real time cuda version. Currently the framebuffer is being copied each frame to the SDL surface, but I will soon use the Cuda-GL interop. The link (to repo + real time branch) : github.com/rtarun9/cuda-r… #raytracing #cuda #graphicsprogramming
I am now using (a very limited subset of) @ocornut dear imgui directly from HLSL :) This will allow so many more (and better!) debugging and stats!
I made an attempt at a Maths-free, qualitative introduction to ReSTIR for direct illumination, lots of pretty pictures. interplayoflight.wordpress.com/2023/12/17/a-g…
Current progress on implementing the Preetham sky model (DX12/HlSL) . Having some problems with the intensity (too high even with HDR / tonemapping) due to which in this video 0.05f is multiplied with the sky model output. Still have a long way to go 🙂
Graphics Programming weekly - Issue 278 - March 12th, 2023 jendrikillner.com/post/graphics-…
Did this a little while ago, but here's Bloom (Based on the call of duty next generation post processing presentation) implemented in My DX12 renderer 🙂 github.com/rtarun9/Helios
Spent some time rewriting my renderer and understanding the math behind all the graphics techniques involved (to the best of my ability), and pretty happy with the new DX12 and high level render pass abstractions. You can check the source code here : github.com/rtarun9/Helios/
Graphics Programming weekly - Issue 274 - February 12th, 2023 jendrikillner.com/post/graphics-…
Hey everyone! I was recently re-reading up on PBR and wrote down my understandings in form of a blog: rtarun9.github.io/blogs/physical…, where I go over the theory behind PBR including the BRDF, Microfacet model, energy conservation, and the rendering/reflectance equation. #graphics #blog
This is a great resource to start learning ray/path tracing, extra points for using @ShaderToy for easy access and development.
Would you like to learn path tracing over the holidays? I created a workshop with 76 minutes of video presentation. Solve the @ShaderToy exercises as you watch, and you will have written your own ray and path tracer! Brought to you by @IntelGraphics momentsingraphics.de/PathTracingWor…
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