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Daniel Schroeder
50 posts

Daniel Schroeder
@dan5sch
Making pretty pictures with GPUs
Minnesota Katılım Ekim 2018
172 Takip Edilen1.5K Takipçiler
Daniel Schroeder retweetledi

@mankrip The voxelization is done ahead of time. Among other things, this allows me to calculate parameters for a more elaborate shading model that improves the appearance of the resulting meshes once illuminated. I go into some more detail about this in the blog post.
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@easyldur Thanks! I guess it depends on your perspective on what is high or low spec these days. The sequences in the video stay above 90 FPS at 1440p on a six-year-old GPU that was considered by reviewers at the time to be good for 1440p gaming (Radeon RX 5700 XT)
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This is SO appealing! I don't know why, but I never, ever truly liked meshes, since the PS1 era. I guess, in my mind the world is made of pixels and not triangles. Super Street Fighter II >>> Virtua Fighter.
Is this computationally intensive? Could it be rendered on a low-specs device? Or does it need at least a mid-range GPU?
Nice choice of music BTW!
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@art_of_kemal Thanks! I'm considering several options for where to take this project as I continue development. I talk about this in more detail in the blog post that I linked. One of my reasons for sharing this update now is to gauge interest from other developers and make more connections
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@OrigamiSDH A sufficiently simple version of enemy voxelization could be possible in real time. I chose to bake them because it lets me do as much compute as I want to allow the render-time results to look nicer and render fast. And yeah, Prodeus's dynamic enemy sprites do look quite nice.
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For more information on what I've been up to and where I plan to go with this project from here, or to get in touch, see this blog post: blog.danielschroeder.me/blog/voxel-ren…
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I've made a new trailer-style video to show where the project stands today. Make sure to watch to the end... youtube.com/watch?v=bN9nGC…

YouTube
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@matiasgoldberg Thank you for pursuing this, if your report did prompt the change. I always found Vulkan's specification of how synchronization primitives behave when acquiring or presenting swapchain images to be frustratingly incomplete, so it's good to see movement here.
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@miketuritzin People focus on the borrow checker when they compare Rust to C or C++, but when I've experimented with Rust, one of the design decisions I've appreciated the most is the radically simpler initialization semantics
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Strong agree - this seems like one of those C++ "fails" that add to its legacy baggage and may never be fixed?
Peter Schmidt-Nielsen@ptrschmdtnlsn
Your language should simply not do expensive copies implicitly. One of the biggest lessons since the '80s in programming language design is that implicit copies and conversions impose enormous costs, in exchange for not that much ergonomicness.
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@miketuritzin Something about the deluge of cubes spewing into the scene cracks me up every time
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Graphics programmer stress test: hundreds of multicolored lights floating around a scene
Physics programmer stress test: vomiting physics objects everywhere (I do enjoy this genre of video)
Dennis Gustafsson@voxagonlabs
The spaghetti stress test. Each batch is about 800 bodies, connected with shape-preserving ball joints.
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@Data01 Yep! I've seen some of your posts about this. I'm sure the streaming was a bear to get working well
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@dan5sch I do love me the voxel look!
here we have it running in browser/mobile/XR, with actual voxels you+others can multiplayer build, shoot, dig into, and generate with AI by dragging any 2D image in:
client.atomontage.app/experience/3d-…
and submillimeter microvoxels here:
client.atomontage.app/experience/pho…

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