Dan

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Dan

Dan

@_dan_jackson

frontend development and shader stuff

Norwich, England Katılım Şubat 2020
471 Takip Edilen135 Takipçiler
Dan
Dan@_dan_jackson·
@SoftEngineer Looks great! I think if you sample a downscaled texture you can avoid the gaps in the bokeh kernel
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Dan
Dan@_dan_jackson·
@bonzajplc Is true determinism possible over different vendors/architectures?
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bonzaj/plastic
bonzaj/plastic@bonzajplc·
Attention my fellow nerds :) This video is technical and needs more explanation — but I think it shows interesting implications of where games can go. In BFS I’m running two deterministic GPU simulations inside an asynchronous game. One player controls a jet aircraft attacking a volcano area. I control an undead army using physically simulated projectiles against him. The video shows deterministic fluid simulation, complete terrain destruction, and when the scenario needs it we can reach hundreds of thousands of GPU-computed NPCs in a full 3D physical multiplayer game. The deeper point is that this is very close in spirit to the work @mirror2mask was showing ~20 years ago at ATI/AMD: using the GPU not only to render games, but to actually drive more of the game itself. We are getting closer to making those ideas practical as real gameplay systems, not just demos.
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Dan
Dan@_dan_jackson·
@SebAaltonen I wish there was a way to write custom filters in web
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Sebastian Aaltonen @ SIGGRAPH
I am debugging why web app is so slow at 6K resolution. Native runs at 700 fps... Turns out that web page had a blur for the background (which was obviously not even visible). These UI blur filters are always extremely slow...
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Sebastian Aaltonen @ SIGGRAPH
Sebastian Aaltonen @ SIGGRAPH@SebAaltonen·
Mini-engine with render thread and new render data model (running on Metal). WebGPU will be running in WASM worker, presenting from there. The main thread is still doing culling. Will move that to render thread next.
Sebastian Aaltonen @ SIGGRAPH tweet media
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Dan
Dan@_dan_jackson·
Trying out scene voxelisation for reflections - voxelception
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Dan
Dan@_dan_jackson·
Dan tweet mediaDan tweet media
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Dan@_dan_jackson·
Minus the annoying black square bugs, lighting is coming along nicely - here it's running at 1/9th ray per pixel #gamedev
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Dan
Dan@_dan_jackson·
Exploring ReSTIR DI for shadows - not quite there yet #gamedev
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Dan
Dan@_dan_jackson·
@XorDev So basically super sampling?
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Xor
Xor@XorDev·
Single sampling vs 2x multisampling
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Dan
Dan@_dan_jackson·
@SebAaltonen How do the shadows work? Love the look (some blue noise in there?)
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Sebastian Aaltonen @ SIGGRAPH
When I joined HypeHype 2.5 years ago this burger tapping game was popular. Looks better with new renderer + remixed lighting :)
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Dan
Dan@_dan_jackson·
@lisyarus Is it nvidia warp size somehow?
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Here's another fun viz. This one is especially cool because you can directly see the GPU warps (little 8x4 pixel blocks) as opposed to workgroups (which are 8x8 here), bit I don't understand why 🙃
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Joe Dixon ☁️
Joe Dixon ☁️@joedixon·
Alright, so I did some Python and managed to render a picture of me. I don't think 1,024 pixels is enough for this handsome face... Still, it's progress
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Joe Dixon ☁️
Joe Dixon ☁️@joedixon·
For reasons, I’m finally getting around to working on my office backdrop and I had this (possibly) cool, (definitely) nerdy idea to give it a bit of extra zonda. It all starts here, stay tuned…
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Dan
Dan@_dan_jackson·
@TheMirzaBeig Looks great! Do you just rely on the depth buffer and the light position for this?
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Dan
Dan@_dan_jackson·
Voxels or pottery? #gamedev
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Dan
Dan@_dan_jackson·
What would attempted clustered rendering be without rainbow nanite debug colours #webgpu
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Dan@_dan_jackson·
@narrenschlag I have a macbook with an igpu, I will give it a try at some point
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Dan
Dan@_dan_jackson·
Found a bug that was slowing things down, so can actually trace waayy more than 64 objects. Here is 768 large voxel models (albeit it does run at about 25fps on my 3070 🤣) #gamedev #webgpu
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Dan
Dan@_dan_jackson·
@deusxyz I almost solved this issue a while ago but unity made it difficult - if you can write correct values to the depth buffer from the raymarcher, the triangles will just work
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Deus
Deus@deusxyz·
@_dan_jackson ahh yes :o i was thinking its hard to mix in normal triangle meshes tho? :o its very interesting though I want to try it out!
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Dan
Dan@_dan_jackson·
Raycasting 64 voxel objects in a single compute dispatch, each with dynamic transforms #webgpu #gamedev
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