Started with the feeling that it would be a waste to just throw my froxel code out of the renderer, and ended up on a week-long journey into cloud and sky rendering. With great support from @CorporateShark, I got async compute working in LVK, without which I'd never have hit the 2ms performance (https://t.co/FiuDlFcR3f, production-ready implementation coming soon).
The model of "Lowpoly Steampunk Airship" (https://t.co/pk24xlGLok) by Lhyo (https://t.co/GLHlTzDO0T) licensed under CC-BY-4.0
@chena_cpp@CorporateShark I still need to improve the filter and wash out the rest of the artifacts caused by the regular grid structure. Planning to play with neural rendering approaches there. Stay tuned!
My modest attempt at clustered lighting with irradiance volumes. Fully GPU-driven Vulkan powered by @CorporateShark’s LVK. Insanely fast! 256 light sources at 0.43ms per frame.
@chena_cpp@CorporateShark Analytically, we calculate only these 8 light sources per fragment, plus 1 unconditional directional light — the “sun” (turned off in this scene). Diffuse lighting goes into a light buffer, where a depth-aware bilateral filter is applied. The SH are trilinearly blurred for free.
Vibe-coded somewhat useful tool (at least for me). Now I have fine-grained control over what Claude generates in my project, instead of accidentally discovering that it hardcoded something silly many commits ago.
https://t.co/ZRqNRjYu0Q — open source and MIT-licensed.
Played today with new Surface Pro 11 on arm64, Vulkan capability viewer found “Microsoft DirectX 12” GPU. Does it look like DX12 has Vulkan under the hood now? 🙃
Finally, LightweightVK on Android - https://t.co/OC7O7BDDWy
Took a while to implement it. Too many complications, including fightings with Android OS permissions, workarounds for bugs in Vulkan driver and fixes in glslang
Finally launched our Vulkan 1.3 bindless rendering on macOS via MoltenVK. Too many issues if you need uniform bindings aliasing that's not supported in Metal.
Looking forward to telling about it in "MoltenVK for Advanced Vulkan Renderers on macOS" on Vulkanized 2024.