New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome!
Link in reply because algorithm.
Light version of @PierreTerdiman 's Zero-Byte-BVH here:
https://t.co/VFIBa4bkCx
The idea is to order the triangles as a binary tree by groups of 6 triangles, each group defines a bounding box to test. If hit, recurse both half of the remaining triangles.
@DaKangz : WebGPU!
The first release of Asset Cooker is here!
https://t.co/9GnKyo3rAk
The repo was made public almost exactly one year ago! Many bug fixes and improvements were committed since then 🙂
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. https://t.co/TboGxob68u
Many thanks to @vassilis3D, @moguzhan_k and @aortizelguero for the help and encouragement
New article on how to simplify pipeline barriers in Vulkan and D3D12 (Extended Barriers) for desktop and mobile. Contains some esoteric knowledge on how some HW/drivers work. https://t.co/8TyBgfVZPa
"Deep and Fast Approximate OIT" performs one geometry pass to extract 4 per pixel features from the transparent scene and a screen space pass to feed them into an 2 hidden layer MLP to calculate the approximate OIT colour: https://t.co/BQQlLKWJnZ shaders https://t.co/br4YorF01r
raylib-gizmo is out! 🎉
A customizable, immediate-mode 3D gizmo tool for #raylib. Translate, rotate, scale, or use any gizmo combination with a bitwise approach. Supports global, local, and view orientations.
Check it out: https://t.co/1xWVfCW68T
#OpenSource#GameDev#IndieDev
John Carmack explains how he applies Nassim Taleb's "anti-fragile" concept to his work, enjoying the thrill of new ideas while accepting that many won't succeed.
Source: Deep Thoughts Engineering Speaker Series: John Carmack
Khronos has announced the launch of the new Slang™ Initiative. This initiative will oversee and advance the open-source Slang shading language and compiler, building on 15 years of research, development, and deployment experience by @nvidia.
Learn more: https://t.co/kHy4EE9sqD
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed. https://t.co/YvbVQnAcda