Writing code for video games since the 2000s earlies. Pyro Studios, @Digital_Legends, now at @Codemasters. Also a 3D graphics teacher at the university.
"GPU Programming Primitives" Siggraph Asia 2023 course, discussing GPU implementations of tech like parallel reduction, radix sort, spinlock etc. Good optimisation section focusing on memory coalescing, groupshared mem bank conflicts and shader occupancy. https://t.co/XErZbZkDs6
This is a nice summary of occupancy as a way to hide memory latency, but it is not the only (and sometimes not the best) way. Helping the compiler to add more instructions between the read instruction issue and the data use by for eg partially unrolling a loop might help as well.
The talk from Michał Iwanicki from @Activision Central Tech on Neural Light Grid: Modernizing Irradiance Volumes with Machine Learning is online - check out its insights as well as learnings on ML in rendering at runtime #rtradvances@siggraph 2024
https://t.co/ZOdFSKLZcI
I also recommend @Peter_shirley's High Performance Graphics 2024 keynote talk on where we started and where we (might be) going with real-time graphics https://t.co/R3s9fNahQm
At the legendary SIGGRAPH Advances in Real Time Rendering course today, Activison announced that they’re releasing an entire production level from Call of Duty Warzone as an open source USD asset for research use. This is an absolutely amazing release!
https://t.co/uYM2sioHBm
🧵(1/4) We'll be at @HPG_Conf, Denver, July 27! We're very excited to share the four papers we'll be presenting in this thread 🔥
📜 Paper 1 - HIPRT: Our #raytracing framework in HIP
Take a look (28MB): https://t.co/m5mlIAAy9v
Learn more about #HIP RT: https://t.co/oI6JiUlosh
Global Illumination Based on Surfels (GIBS) is now powering games like @EASPORTS College Football 25! Learn how this real-time global illumination tech helped developers and artists realize their vision for the return of a beloved franchise. #CFB25
https://t.co/Z5tr6aIacI
I often advise to skim through every presentation/article as you never know what useful tips it might contain. This for example talks about how reordering the for-loop to reuse the random numbers and sampling code reduced instruction cache misses a lot. https://t.co/TDjdDPGjyD
I'm proud to announce our #SIGGRAPH24 paper on #RealTime#Hair#Rendering that offers orders of magnitude reduction in storage and render time using Hair Meshes.
Project Page: https://t.co/r5HTdYLIvK
High-quality hair will no longer be too expensive for #VideoGames!
Finally the Atmospheric Scattering demo for the #devgames conference talk I gave is out!
https://t.co/7JWKMS7KUb
A new evolution of my engine, Idra, far from perfect but a good step forward.
Gamedev coding streaming in italian will be based on Idra!
RT appreciated :)