Profile avatar
nicebyte.bsky.social
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
218 posts 1,200 followers 272 following
Regular Contributor
Active Commenter

light cluster assignment debug view in blender. this scene is just a couple thousand tris and 3 separate materials, but blender's viewport really doesn't seem to like it. maybe it's because each cluster is its own object?

turns out spirv-cross finally has mesh shader support for metal!! merged in late October last year.

got jumpscared today from seeing a youtube video with "directx 12" in the title that was posted 9 years ago.

nobody show this page to sam altman or he's gonna start raising money to build one en.wikipedia.org/wiki/Matrios...

www.eurogamer.net/half-life-2-...

me and who

six facts about address space layout randomizaton on windows cloud.google.com/blog/topics/...

www.youtube.com/watch?v=RYbe...

sneak peek of new blog post

we should bring back the old term "supervisor program". "os" has become a shorthand for "that blob of code that manages my computer", and thus it's thought-limiting. yeah, your os kernel is a "supervisor", but so is virtualbox, and so is chrome. they just "supervise" different things.

find me on matrix: `@nicebyte:matrix.org`

do not take life advice from people on the internet

turns out that this is the real Bui Tuong Phong. the photograph you might have seen is actually a vietnamese writer that happens to share the name Phong. more fascinating details here: arxiv.org/html/2404.14...

dilemma: having shadow cascades in separate array slices makes them more convenient to access, and allows for a future optimization where they can be rendered in 1 pass using the slices as multiple attachments. on the other hand, packing them into an atlas would help to reduce wasted space. 🤔

book: "Suez to Singapore", Cecil Brown, published 1942. found in a vintage goods shop. the first page stuck with me. time is a flat circle.

hlsl quirk i learned recently: branches on conditions dependent on constants declared as simply `const` will not get pruned (compiler will generate code for both branches). you have to declare the constants as `static const` for the "false" branch to get eliminated.

blending across cascades. csm turned out easier than i had imagined but i had all the scaffolding ready to go. also, a lot of shadowmap texels end up wasted because i keep each cascade in its own texture slice. need to tile them better to reuse wasted texels from other cascades.

tried this cute shortcut for selecting cascades. not sure if its any good in practice, though i can see on rdna2 it generates much less instructions compared to a for loop which makes me like it automatically. codegen is equivalent to unrolling the loop manually, but this looks nicer and shorter.

video games were a zero interest rate phenomenon /s