meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome!
https://t.co/BXRVTbXbiL
@cmuratori In less than 100ms i can send event across Europe, get it back render with dx12/vulkan and be faster then them... Its crazy... Before anyone ask - round trip between Warsaw Poland and Lisbon Portugal is often ~62ms...
@cmuratori Fast should be e2e (phy click/keypress -> process -> render -> display) in less 30ms. I did not read it, but doubt they measured e2e just event+render and that should be less than 4ms for me (qd-oled 240Hz monitor here). System UI should be preloaded and ready always this fast...
My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
https://t.co/4PbOmFNfDf
Companion blog post:
https://t.co/JkLbHHdMBC
#ProcGen#vfx#GameDev
@EricLengyel@VrKomarov Your contributions to the industry through your books and your research have always been top-tier, but this act of digital altruism is next level. You’re making the future of interfaces look a lot sharper and a lot more accessible for everyone.
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
@rfleury Yup. Maybe except powering on, where memory training is a thing. Back in the day it also checked memory when turned on. I still remember the update from 4MB to 16MB and it took a while during boot... Ah memories...
https://t.co/N5zGeCEWjM - Looks like I missed this gem from 2024, yeah definitely bring RADV to Windows, I would love to be off the AMD drivers and instead contributing optimization bug reports to RADV.
Hello you fine Internet folks,
Today's article is on Nvidia's RTX PRO 6000 Blackwell and diving into the Blackwell architecture generally and more specifically into the GB202 GPU die in the RTX PRO 6000.
Hope y'all enjoy!
https://t.co/MIexRRkx6w
https://t.co/xaLaRLZrcI
PyTorch + ROCm on Windows: community powered. Thanks to the great work by @adyaman and Scott Tsai on the port and TheRock team building a community first build and CI system for ROCm
Radix Sort is a fast, non-comparison-based algorithm ideal for sorting large datasets especially on GPUs.
💡 Check out our research that introduces a memory-efficient GPU Radix Sort that improves on Onesweep:
https://t.co/XDxVP4xX8X
RenderDoc v1.38 is now available!
This version contains a number of new bugfixes and some usability improvements.
Full release notes: https://t.co/E9wVvYTXhJ
Binary builds: https://t.co/aK8hVBqImJ
Among other features, RDNA 4 introduces "out-of-order" memory accesses to AMD's GPU line. Time to test it, and see if the same applies to other GPUs
https://t.co/s7cyIgB1rd
https://t.co/E0rehz4pUh
I thought I'd share this, it might be useful to some... I have a small collection of stb-style single-file header-only C libraries, most with a dual MIT/public domain license here: https://t.co/oDupsOHGzh