Jere Sanisalo

360 posts

Jere Sanisalo

Jere Sanisalo

@XMunkki

Game programmer

Helsinki, Finland Tham gia Ocak 2011
708 Đang theo dõi261 Người theo dõi
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Neath - Coming 2026
Neath - Coming 2026@CellarDoorGames·
It's been over 10 years since we released Rogue Legacy 1, and in the pursuit of sharing knowledge, we are officially releasing the source code to the public. github.com/flibitijibibo/… Eternal thanks to @flibitijibibo for setting this up, and being with us since the beginning.
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Kostas Anagnostou
Kostas Anagnostou@KostasAAA·
"GPU Programming Primitives" Siggraph Asia 2023 course, discussing GPU implementations of tech like parallel reduction, radix sort, spinlock etc. Good optimisation section focusing on memory coalescing, groupshared mem bank conflicts and shader occupancy. gpu-primitives-course.github.io
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Keenan Crane
Keenan Crane@keenanisalive·
Signed distance functions (SDFs) are an important surface representation, which can be directly visualized via the “sphere tracing” algorithm. At #SIGGRAPH2024 we showed how to sphere trace a whole new class of surfaces, based on *harmonic functions* rather than SDFs. [1/n]
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Great article if you want to understand the differences of mobile and desktop GPUs. chipsandcheese.com/2024/07/04/the… The most important tidbits are 4x lower mem load issue rate (L1$ bandwith) and L1$ only serves textures. Buffer loads hit L2$. Big impact in GPU-driven / V-buffer.
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Kyunghyun Cho
Kyunghyun Cho@kchonyc·
enjoying #ICML2024 ? already finished with llama-3.1 tech report? if so, you must be concerned about the emptiness you'll feel on your flight back home in a couple of days. do not worry! Wanmo and i have a new textbook on linear algebra for you to read, enjoy and cry on your long flight. (1/5)
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adammaj
adammaj@MajmudarAdam·
I've spent the past ~3 weeks going through the entire history of deep learning and reimplementing all the core breakthroughs. It has completely changed my beliefs about deep learning progress and where we're headed. Progress tracker in thread (all resources at the end) 👇
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Eric Heitz
Eric Heitz@eric_heitz·
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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Shruti
Shruti@heyshrutimishra·
NVIDIA just released FREE online courses in AI. Here are 9 courses you can't afford to miss:
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Freya Holmér
Freya Holmér@FreyaHolmer·
I wanted to work it out once and for all framerate-independent lerp smoothing 🐱
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Kostas Anagnostou
Kostas Anagnostou@KostasAAA·
The course notes from "A Gentle Introduction to ReSTIR" are not only well written but well presented as well, I really like the right column with the references and notes, so much easier to use compared to scrolling to the end of the document and back. intro-to-restir.cwyman.org 1/2
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Jakub Boksansky
Jakub Boksansky@boksajak·
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: github.com/boksajak/brdf. Original blog post is here: boksajak.github.io/blog/BRDF
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Alexander Zapryagaev
Alexander Zapryagaev@frustum·
The ultimate comparison of Hierarchical LOD graph performance rendered with CS and HW rasterization on desktop and mobile GPUs, including WebGPU, shows that algorithmic flexibility is much faster than any HW FFP: tellusim.com/04_hello_raste…
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Xor
Xor@XorDev·
Somehow missed this awesome talk by @SebAaltonen about rendering SDFs in games (used in Claybook): youtu.be/Xpf7Ua3UqOA Check it out if this sort of thing interests you.
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YouTube
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János Turánszki
János Turánszki@turanszkij·
Volumetric lights with transparent shadow maps, read below how they are rendered:
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pikuma.com
pikuma.com@pikuma·
"BRR: A new line drawing method for the cycle savvy" 🔗quiss.org/boo/
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Mykhailo Moroz
Mykhailo Moroz@Michael_Moroz_·
Now that the latest Chrome version has WebGPU support I guess I can finally talk about this. A year ago @david_ar and @cornusammonis were developing a compute shader based Shadertoy alternative called compute.toys I already had a lot of fun making some toy projects 😳
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