Graphics Engineer

Joined March 2009
195 Photos and videos
13 Dec 2024
Vulkan users, do you ever build command buffers early and then reuse them in subsequent frames or do you always build all your command buffers fresh every frame? #vulkan #realtimegraphics
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16 Aug 2024
Vulkan SDK origin story from Karen Ghavam and ARM Windows 11 Vulkan support from Richard Wright, plus an overview of the SIGGRAPH course on mobile graphics and some machine learning on the ARM Developers channel. youtu.be/Wo4fK0R_A1I
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13 Jan 2023
Are there d3d12 games with ARM64 builds out there?
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1 Dec 2022
LunarG are the caretakers of the Vulkan SDK, alongside other graphics projects. Openings are for Graphics and Compiler Engineers. Contribute to open source, work remotely, present at conferences, flat org, good colleagues lunarg.com/about/careers/ #graphicsjobs #gpujobs #vulkanjobs
Andrew Cox retweeted
14 Jul 2022
The Vulkan SDK components come from open-source repositories. While it is feasible to develop @VulkanAPI applications without using the Vulkan SDK, installing it has many advantages. Check out @LunarGInc's white paper that shares the many benefits. bit.ly/3P7omVL

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Andrew Cox retweeted
15 Jun 2022
@LunarGInc releases new Windows, Linux, and macOS SDKs for @VulkanAPI header 1.3.216 that include the AMD Memory Allocator, Validation Layer Fine-Grained Locking by default, vkconfig enhancements, new extensions, and support for MoltenVK version 1.1.10. bit.ly/3tER4EV

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25 May 2022
Using Vulkan on macOS and iOS in 2022.
25 May 2022
Learn how Vulkan can be layered over the native Metal API to support @VulkanAPI development on macOS, iOS, and tvOS devices by using MoltenVK. Check out the updated @LunarGInc white paper. bit.ly/3z04mPZ
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8 Apr 2022
Rather than just cycling through other threads to cover the latency as with a texture load, Intel spills thread state to memory when a ray trace is initiated and frees the hardware to do different work. On completion of the trace, a fresh thread is spun up.
I would encourage all my graphics friends to check out Holger Gruen's GDC talk. Feel free to tweet at me with questions. Intel has built a very forward-looking architecture that we're all very proud of, and Holger does a great job laying it all out. intel.com/content/www/us/en/…
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8 Apr 2022
They also have hardware to sort rays and bundle them up for hit shading that is coherent wrt to the materials they hit, wherever in the scene they hit them.
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7 Sep 2021
Just noticed Rayground, a Shadertoy-like site for ray tracing. Obviously people trace rays in Shadertoy but here you have a json format to define your scene. rayground.com/
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7 Sep 2021
There is a Eurographics paper on it: web.archive.org/web/20200919…
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6 Aug 2021
Ray Tracing Gems 2 is out but it is a 263MB file. Get it down to 14MB with nasty images or 43MB for easier handling on mobile devices. The diagrams are vector and so not affected by this compression. Ghostscript invocations to follow. #RTGII #raytracing #ghostscript
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6 Aug 2021
gs -sDEVICE=pdfwrite -dPDFSETTINGS=/ebook -dCompatibilityLevel=1.7 -r150 -dNOPAUSE -dQUIET -dBATCH -sOutputFile=2021_Book_RayTracingGemsII.ebook_150dpi.pdf 2021_Book_RayTracingGemsII.pdf
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6 Aug 2021
gs -sDEVICE=pdfwrite -dPDFSETTINGS=/screen -dCompatibilityLevel=1.7 -r72 -dNOPAUSE -dQUIET -dBATCH -sOutputFile=2021_Book_RayTracingGemsII.screen_72dpi.pdf 2021_Book_RayTracingGemsII.pdf
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25 Nov 2020
Nice little intro to the AMD raytracing impl, highlighting inline raytracing, the same feature that just got into it's own @Vulkan extension as ray queries, emphasising the need to only have one ray query live at a time, and they are hardware / software. youtu.be/cC-DDAq3PCM
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1 Nov 2020
Forward is a) Min/max preZ to 2D tile. Cull lights/tile. Forward render using per tile lights in frag. b) (a) OR build 3D grid of lights using preZ samples, OR just shove lights in grid, forward render using grid cell lights in frag. c) Any modern renderer without a g-buffer?
55% a
10% b
35% c
20 votes • Final results
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4 Nov 2020
Olsson et al. 2011 describe a tiled forward variant which is very similar to Forward , also using tile min and max to cull near and far lights. The difference with their TiledForward-PreZ is that is computes the min and max in a separate parallel reduction implemented in CUDA.
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4 Nov 2020
TiledForward-PreZ in Ola Olsson and Ulf Assarsson. "Tiled Shading". In: Journal of Graphics, GPU, and Game Tools 15.4 (2011), pp. 235-251. doi: 10.1080/2151237X.2011.621761. url: doi.org/10.1080/2151237X.201….
4 Nov 2020
Takahiro Harada. "A 2.5D Culling for Forward ". In: SA '12. Singapore, Singapore: Association for Computing Machinery, 2012. isbn: 9781450319157. doi: 10.1145/2407746.2407764. url: doi.org/10.1145/2407746.2407….