Here's the finished version of this scene. All made in Dreams on my PS5. Started work on this one two days ago. Dreams is incredible! :D
#madeindreams#dreamsps5@mediamolecule
So Firefox 106 triggered a bug on 1st gen Ryzen processors. We found this by noticing a bunch of nonsensical crashes in the painting code that only happened on these processors.
I always write my own lighting solutions. I've had some really naive ad hoc color bleeding in my (very fake) GI before, but this is my first decent attempt to actually have the light *bounce*
Let's talk about different ways of providing per draw data. What are their CPU and GPU performance implications?
UBOs, instance rate VB, push constants...
Links to some posts I made recently measuring some of these options:
https://t.co/maFemzcQA6
https://t.co/pLBnWVHCz0
At the #HPG2022 in-person event, @BrianKaris presented his Journey to Nanite. He talked about the process of inventing the groundbreaking geometry engine in UE5, highlighting the perseverance, confidence, and fear that comes with research.
Watch it here: https://t.co/xVHLcBbK2m
Diffusion models like #DALLE and #StableDiffusion are state of the art for image generation, yet our understanding of them is in its infancy. This thread introduces the basics of how diffusion models work, how we understand them, and why I think this understanding is broken.🧵
Check out my new blog post if you want to read all about GPU memory pools: https://t.co/LkJS4H4QLY
I talk about how they work on dedicated vs integrated, how to use them in D3D12 (including strategies for uploading from SysRAM -> VRAM), and finish off with some perf tests.