Robert Ryan
43 posts


@Acerola_t What parameters are you using for the JONSWAP spectrum? I've found Fetch especially to be quite tricky to find a good value for.
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@Acerola_t You can optimize the FFTs even further. Because the outputs you require a real valued, the spectra of those must have Hermitian symmetry. This means you can multiply one spectrum by i, add it to another and do a single complex FFT to get both results at once.
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@Acerola_t @bobacupcake As for the ringing artifact, that seems to be caused by bad noise.
In your case the bad noise is causing waves opposite of the wind to be close to equally as strong as waves in the direction of the wind, which means that the result after the FFT you get still seems plausible.
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@Acerola_t @bobacupcake The line through the diagonal seems to be caused by the positive directional spreading model that Tessendorf uses. Using some other directional spreading function like the one proposed by Hasselmann or the one from Donelan Banner should provide a better result there.
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@SebAaltonen Memory Aliasing is allowed but it has some constraints (#resources-memory-aliasing" target="_blank" rel="nofollow noopener">khronos.org/registry/vulka…). GPU copy from buffer to compressed block works as well.
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@SebAaltonen According to #choosing-a-present-mode" target="_blank" rel="nofollow noopener">github.com/KhronosGroup/V… there isn't a way to disable vsync on android due to the GPUs not having said capabilities
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@SebAaltonen Don't know if available on Android but you can try using VK_EXT_validation_features and enbale VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT.
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@SebAaltonen @dan_dreher_ @AceStapp The tutorial landscape for Vulkan really is dreadful. The only way to learn it really was to look around for any blog-post possible that goes more into detail about whatever you're looking for.
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@dan_dreher_ @AceStapp Somebody could write actually good Vulkan tutorials that follow the best practices.
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Robert Ryan retweeté

Graphics Programming weekly - Issue 219 - January 23, 2022 jendrikillner.com/post/graphics-…

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@MartianDays Simply said, you no longer have to create a renderpass if you want the same functionality of a renderpass with a single subpass.
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Robert Ryan retweeté

The first SIGGRAPH 2021 Rendering Engine Architecture talk videos are live on YouTube: youtube.com/playlist?list=…
@stevemcauley @MichalDrobot @kenpex @SebAaltonen and Tim Cooper and Michael Vance

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Robert Ryan retweeté

SIGGRAPH 2021 Advances in Real-Time Rendering in Games course videos: youtube.com/watch?v=4Yxh64… @kechogarcia @thomasdeliot @Lumonix @BrianKaris @Stubbesaurus @gwihlidal @AriSilvennoinen @jasminpatry @DanielMakeGames @staerlor @andreas_brinck @GraphicsRunner @bxs3514 Enjoy!

YouTube

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@mirror2mask @DanBrink91 @siggraph @stevemcauley @kenpex Does this include the talks or only the slides? In the latter case, which SIGGRAPH attendee tier would I need to see the talks / courses?
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@DanBrink91 @siggraph @stevemcauley @kenpex Yep, will be on …inearchitecture.realtimerendering.com post conference
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Robert Ryan retweeté

This year we're cooking up something new for @siggraph with @stevemcauley @kenpex and Michael Vance from Activision - organizing a brand new (hopefully) series of courses on Rendering Engine Architecture in Games - …inearchitecture.realtimerendering.com
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