Sylvain Meunier

6.1K posts

Sylvain Meunier

Sylvain Meunier

@meuns

Graphics developer working for @EA on Frostbite (ex @AMD, @DONTNOD_Ent, @Quantic_Dream and @Ubisoft). This is my personal account !

France Katılım Ekim 2009
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Sylvain Meunier
Sylvain Meunier@meuns·
Because we all have many social networks but we are still unique human beings, I decided linking all my account here so everybody can follow me (or not...) wherever they want : twitter.com/meuns, @meuns" target="_blank" rel="nofollow noopener">mastodon.gamedev.place/@meuns, linkedin.com/in/sylvain-meu….
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Valentin Galea
Valentin Galea@valentin_galea·
Comparing GPUView traces of Monster Hunter World (left) vs #MHWilds (right)... it's so bottlenecked I cannot properly frame it with my 2K monitor! 1080p on Laptop Nvidia 4090 with High Settings and internal upscalers Blue vertical lines are V Sync's (1/2)
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Piyush Verma
Piyush Verma@pixelsnafu·
@SebAaltonen Their ray tracing tech demo was the most underwhelming thing I've seen in a while. But still kudos to them for getting a lot of other things right. Hopefully they put out better looking demos in the future. 😅
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Hans Chiu
Hans Chiu@chiu_hans·
Let's interact with the light waves! Here, I created a real-time simulation that can run in your browser: chiuhans111.github.io/interactwave/ You can change the beam width and the focusing power of the input light rays. Please give it a try and let me know your thoughts! #Optics #WebGL
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Sylvain Meunier
Sylvain Meunier@meuns·
@NOTimothyLottes I might be blind, but MSAA and hardware VRS are more or less the same under the hood and I can't find how to choose or find VRS sample positions for implementing custom resolving/upscaling with D3D12 nor Vulkan.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
So we (the industry) really ever went back to the MSAA based TAA combinations and applied everything we learned in the past decade ...
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Christoph Peters
Christoph Peters@MomentsInCG·
Judging by the Blackwell whitepaper, RTX Mega Geometry is an implementation of ideas from this @HPG_Conf 2023 paper by Carsten Benthin and me. It is cool to see this broadly deployed so soon. Hopefully, cross-vendor standardization will be just as swift. x.com/MomentsInCG/st…
Christoph Peters@MomentsInCG

Nanite rasterizes virtualized geometry by selecting ~20 million triangles with appropriate LOD each frame. Carsten Benthin and I wrote a @HPG_Conf paper on how to build a BVH for these 🔺s instead. Since they are already clustered, the build is 10x faster! momentsingraphics.de/HPG2023.html

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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
Getting back to this by @benjedwards - vintagecomputing.com/index.php/arch… ... for gaming, to get back to a place where "personal computers" actually have a customer base, one has to solve the Microsoft OS Monopoly problem, and the only long term hope is SteamOS getting PC pre-install
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Vulkan
Vulkan@VulkanAPI·
This new sample demonstrates how to use the VK_KHR_dynamic_rendering_local_read extension in conjunction with the VK_KHR_dynamic_rendering extension. This combination can replace core render and subpasses. github.com/KhronosGroup/V…
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
HypeHype mascot "Ping." Old renderer (left). Concept art with future renderer (right) :D
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Peyman Milanfar
Peyman Milanfar@docmilanfar·
The Laplacian operator can be expressed as the difference of a pair of smoothing operators. Here’s a canonical demonstration
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Sylvain Meunier
Sylvain Meunier@meuns·
@NOTimothyLottes Horizon team did something interesting for PS5. Maybe the will present their work at some point.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
People keep claiming non-AI is dead with regards to visual improvements, well that is 100% bogus. No one has yet scratched the surface of what is possible.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
__/ HOW TO MAKE A "GOOD" NON-ML SCALING-TAA \__ ML people specialize in understanding what training data to feed a fixed network, likely instead of understanding how the network is actually solving the problem Alternative: understand the problem and write a shader solution ...
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Sylvain Meunier
Sylvain Meunier@meuns·
@NOTimothyLottes I tested this during Fsr2 research period but it never landed in the product. It did mitigate various corner cases like popping objects and other out of the screen objects when the neighbor clamping fails rectifying history. Fsr2/3 uses a simpler approach.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
Check if forward projected motion gets back to the pixel you are filtering Be careful to dilate nearest motion
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Sylvain Meunier
Sylvain Meunier@meuns·
@NOTimothyLottes Grids can live in many spaces and they all have some sort of resolution. Radiance caches are world space or texture space most of the time and they workaround/trade disocclusions for other bad things.
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
@meuns So while one could try to wait out the increasing TDP trend until it hits wall outlet limits, it is probably far better to move to a domain immune to disocclusions (not screen space) and one where asymmetric work/pixel can be applied
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