Graphics programmer from Ukraine🇺🇦. Working on Shift Engine. Interests: Vulkan, DX, shaders, UE, the usual stuff. Real name‘s Ostap. Opinions are my own:)
Huh, I thought it would be a good idea to "rebrand" my profile into a graphics-related one so I can document my journey in the field!
So, starting today I will post more about my graphics projects and other interesting graphics-related stuff that I stumble upon:D
See you soon!
@rolandbouman@SebAaltonen Ok, I can see the “bad” pattern approach working tbf, at least theoretically. However, this would then need more processing power for cleaning the data, I am curious to see whether any of the LLM giants will solve this problem, and if so, what would be the best solution there:)
@rolandbouman@SebAaltonen But how do you define quality code then? Like you need at least some heuristic. Do you launch it and measure performance, do you evaluate readability, maintainability, extensibility? Do you do both? Some people may only need one though
Finally, all credit goes to my amazing students who agreed to share their work for the sake of this post (links in image alts):)
Iryna Kyrylova
Andrii Bilyi
Oles-Volodymyr Yarish
Ivan Shevchuk
If you are looking for a render intern/junior - these are the guys:)
Fun fact, last semester I was teaching the "Introduction to real-time computer graphics" course to a class of 20 students at Ukrainian Catholic University, which I created from scratch. This thread will showcase the results:)
Image credit: Iryna Kyrylova (links in thread)
It's funny that AI engineers are re-discovering all the graphics programming tricks. I remember reading the NeRF and Gaussian Splat papers long time ago, and found a lot of inefficiencies that we fixed years ago. Later they have been optimizing the techniques.