- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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// A proxy for sending/receiving SMS via IRC | |
// | |
// This code is part of our family IRC server whose code is available at | |
// https://gist.github.com/mndrix/7947009178e4a18c247b4bd25821661f | |
// | |
// This file won't compile by itself because it's only one file from | |
// my larger family server (movie hosting, Asterisk dialplan, Git | |
// hosting, personal assistant, etc). | |
// | |
// Copyright 2018 Michael Hendricks |
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Nightly required - get link from the bottom of this page (e.g. https://openframeworks.cc/ci_server/versions/nightly/of_v20190324_linuxarmv7l_nightly.tar.gz) | |
https://openframeworks.cc/download/ | |
Download OF and unpack: | |
wget https://openframeworks.cc/ci_server/versions/nightly/of_v20190324_linuxarmv7l_nightly.tar.gz | |
tar -zxvf of_v20190324_linuxarmv7l_nightly.tar.gz | |
mv of_v20190324_linuxarmv7l_nightly openFrameworks |
A Step-By-Step Guide from Unboxing to Creative Coding
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// Copyright 2019 Google LLC. | |
// SPDX-License-Identifier: Apache-2.0 | |
// Author: Anton Mikhailov | |
// The look-up tables contains 256 entries. Each entry is a an sRGB triplet. | |
float turbo_srgb_floats[256][3] = {{0.18995,0.07176,0.23217},{0.19483,0.08339,0.26149},{0.19956,0.09498,0.29024},{0.20415,0.10652,0.31844},{0.20860,0.11802,0.34607},{0.21291,0.12947,0.37314},{0.21708,0.14087,0.39964},{0.22111,0.15223,0.42558},{0.22500,0.16354,0.45096},{0.22875,0.17481,0.47578},{0.23236,0.18603,0.50004},{0.23582,0.19720,0.52373},{0.23915,0.20833,0.54686},{0.24234,0.21941,0.56942},{0.24539,0.23044,0.59142},{0.24830,0.24143,0.61286},{0.25107,0.25237,0.63374},{0.25369,0.26327,0.65406},{0.25618,0.27412,0.67381},{0.25853,0.28492,0.69300},{0.26074,0.29568,0.71162},{0.26280,0.30639,0.72968},{0.26473,0.31706,0.74718},{0.26652,0.32768,0.76412},{0.26816,0.33825,0.78050},{0.26967,0.34878,0.79631},{0.27103,0.35926,0.81156},{0.27226,0.36970,0.82624},{0.27334,0.38008,0.84037},{0.27429,0.39043,0.85393},{0.27509,0.40072,0.86692},{0.2757 |
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/* EDIT: | |
* For future reference, this code doesn't work right so don't use it. | |
* (but probably could be fixed with some care and attention) | |
*/ | |
// Tiny std::function workalike, to allow storing lambdas with captures. (public domain) | |
template <typename> struct fnptr; | |
template <typename Ret, typename... Args> struct fnptr<Ret(Args...)> { | |
void *obj = nullptr; | |
Ret (*wrap)(void*, Args...) = nullptr; |
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#!/bin/bash | |
# Execute Windows programs with Proton from Steams installation folder, without | |
# starting Steam client. | |
# | |
# 1. Create a directory for Proton environment to run in. As an example make a | |
# folder "proton" in your home directory. This folder must exist in order | |
# to make Proton work. | |
# | |
# 2. Point the variable "env_dir" in this script to that folder or... |
A quick breakdown of lighting in the restir-meets-surfel
branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.
Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛
Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.
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