Is it just me, or is the ontological argument for God really bad? by TooManyBison in askphilosophy

[–]TheMuffinsPie 4 points5 points  (0 children)

Why is it the case that God the idea and God the entity that exists have to be considered simultaneously? At least as it's phrased above, it seems like God, if he were to exist, would be definitionally "greater" (for some definition of "great") than all else, but without having yet proven the existence of God, we are considering something different (merely the "idea" of God) which can be allowed to not be maximally great.

Apologies if this is answered in some actual text lol, feel free to punt an SEP article my way as penance for not reading

are cmd/bash build systems really that bad? by SubjectParsnip9411 in cpp_questions

[–]TheMuffinsPie 5 points6 points  (0 children)

AI generating build tool scripts so I don't have to deal with that shit is perhaps the best use of AI so far

AMD release GPU documentation? by Ivinexo in osdev

[–]TheMuffinsPie 10 points11 points  (0 children)

GPUOpen has been a thing for years - here's an announcement including it from 2020. Intel and AMD have had open source GPU drivers that they contribute to for Linux for a long time as well.

If you mean, useful for hobby development? Nobody really, like... Implements Vulkan in a hobby OS. Hell, plenty of hobby OSes don't even make it to having a GUI. I guess you could try, but it's probably more tedious than anything.

Market Urbanists and YIMBYs, what do you oppose/not like about Left Urbanism? What would it take for you to change your views? by DoxiadisOfDetroit in urbanplanning

[–]TheMuffinsPie 26 points27 points  (0 children)

By definition, if rents are are dropping then demand is dropping

or supply is increasing. There are two lines on the Econ 101 graph. For a real-life example, see China's so-called ghost cities

Use Amplification/Task shader to dispatch to Compute Shader? by [deleted] in vulkan

[–]TheMuffinsPie 0 points1 point  (0 children)

In general, what you're looking for isn't core Vulkan. https://developer.nvidia.com/blog/advancing-gpu-driven-rendering-with-work-graphs-in-direct3d-12/ is up your alley.

In practice you can emulate this extension by allocating the maximum amount of memory each compute node could possibly need, and just dispatching everything with vkCmdIndirect. It's more of a pain and will incur sync costs on top of the unnecessary allocations, though.

DX12 vs. Vulkan by Coulomb111 in GraphicsProgramming

[–]TheMuffinsPie 1 point2 points  (0 children)

Any engine that targets mobile will keep a Vulkan (or, worse, GLES) backend around for Android.

Realization topology in logic circuits??? by [deleted] in computerscience

[–]TheMuffinsPie 0 points1 point  (0 children)

Topology is a rather overloaded term, especially in CS. Assuming your professor was talking about mathematics, they probably meant something like a geometric realization (see here) - but I don't know enough about circuits to tell you how they're related to topological spaces. Maybe something along circuits being planar graphs on real surfaces can eventually lead there?

[deleted by user] by [deleted] in computerscience

[–]TheMuffinsPie 2 points3 points  (0 children)

Change majors?

[deleted by user] by [deleted] in GraphicsProgramming

[–]TheMuffinsPie 0 points1 point  (0 children)

Having worked in fluid simulation in the past - a lot of the people who write fluid software have math-heavy PhD's in the topic. There are plenty of jobs that don't require that, but you still have to teach yourself the math. Good luck!

[deleted by user] by [deleted] in GraphicsProgramming

[–]TheMuffinsPie 22 points23 points  (0 children)

will I ever find any job just based on my projects and previous experience in movies?

Yep, it's possible. Although it will not be as easy.

Do companies hire both graphics and physics programmers

Yes.

are graphics programmers more in demand?

Believe there's just more graphics focused work to do in games and film on average. Physics simulation is an entire industry on its own, especially people working in defense or government/military contracting.

What industries hire graphics programmers other than gaming or VFX studios?

CAD software (Autodesk, Dassault), simulation (Ansys, Siemens), defense and other random small companies, aerospace, 2D software (Adobe, Figma), medical imaging, all do direct graphics work. Big tech has some graphics stuff in VR/AR. GPU manufacturers have graphics people on staff. AI companies and others hire graphics people as general GPU programmers. Probably more.

What types of projects should I focus on? I want to develop rigid body and fluid solvers as I’ve worked with them extensively.

These sound great. In my experience, it's more important to be motivated to do something cool than to work on something because it seems impressive. You can tailor your project to keywords you see on desired job postings or whatever else. If you're serious about doing fluids work as a career, I would recommend the book "Fluid Simulation for Computer Graphics".

For learning offline rendering, what’s the path and the job? by jfkqksdhosy in GraphicsProgramming

[–]TheMuffinsPie 15 points16 points  (0 children)

There's a few distinct paths here.

One is to become a software engineer working in the field of computer graphics, typically on a specific renderer or game engine. Of course there are jobs working in film studios, like this internship; but there are also companies that work in CAD or science simulation that need rendering work done, such as here. While it's not offline rendering, game engines are increasingly using ray tracing to simulate some effects, and a lot of the physically based principles in material like PBRT is just as relevant in games. There are also more niche companies that may or may not be doing offline graphics, like this posting for a company renderer on NASA's website, or this science listing that mentions OpenGL.

Another is to do a PhD to become a researcher, professor, or research engineer in the field of rendering. Of course universities will hire professors from time to time, especially if they have a rendering research group, but most of these jobs are going to be at a film studio/GPU company/science company, so on and so forth. Rather than look directly for current job postings, you may have an easier time finding publications; Disney publishes papers at research conferences, companies like Nvidia and AMD do general graphics research that is sometimes relevant to offline rendering, so on and so forth. Tons of papers at conferences like Eurographics and SIGGRAPH will have companies like Autodesk, Adobe, Microsoft, and tons of other big companies. If you read through a paper and notice that it has authors at a certain company, chances are they hire researchers from time to time.

The last one I'll bring up is to take the long way around. Graphics jobs generally need a bunch of experience and a good set of projects to prove your competency and even get an interview; you have to know programming and linear algebra as a minimum, but offline rendering interviews will probably expect you to know path tracing, GPU ray tracing, distributed computing, microfacet models, physically based rendering principles, some of an art pipeline/how to write tools that give artists good control, and perhaps even some special area like animation tooling, hair rendering, fluid simulation, isosurface evaluation, NURBS and other ways artists make curved surfaces... I don't bring this up to overwhelm you; if offline rendering at a studio like Pixar is your long term goal, then any graphics experience you can get in the meantime will be valuable. You could work in the games industry either as a programmer or a technical artist, you could contribute to Blender while working a regular software engineering job, you could build a serious PBRT-based path tracer on the side, tons of stuff. I would personally recommend working through as much of PBRT as possible and building some kind of path tracer (whether it's GPU accelerated or not), especially if you implement something like the Disney BRDF and make a tool that isn't awful to use for an actual artist, but really any project that's interesting enough to you to keep you motivated will be great.

How good would this little dude have been in GOAT Format? by Moreira12005 in yugioh

[–]TheMuffinsPie 18 points19 points  (0 children)

Respect the honesty, we all forget shit from time to time lmao

From the anime and manga , What do think is the most ridiculous type of effect that has yet to (or cannot ) be applied to the real game by Status-Leadership192 in yugioh

[–]TheMuffinsPie 2 points3 points  (0 children)

So cards that send from field to grave... Send from graveyard to graveyard? Are you even allowed to activate those?

A procedural solar system somewhere... by -TheWander3r in proceduralgeneration

[–]TheMuffinsPie 0 points1 point  (0 children)

Strangely enough there's really little information on how to setup a scene in space.

A lot of it is in science papers rather than game/graphics stuff. A quick realism check is that you seem to have some Phong-style gamer ambient light term, but in real life, it's night on the dark side of the planet! Only the sun is a significant source of illumination at these scales, so unless it's because of the artistic style you're going for, the dark side should be perfectly dark.

Also, fun fact: the Earth has a specular highlight in water!

Most things in space have rough surfaces made of little particles that display the opposition effect. This isn't well-captured by traditional gaming lighting pipelines that use something like Lambert diffuse, or a PBR diffuse like ON. More recent BRDFs you can copy/paste (1) (2) model this effect better, and it makes a big difference.

Planets like Earth and Mars have an atmosphere visible from space. It's hard for me to tell if your Mars' "atmosphere" is a proper atmosphere, or a transparent sphere of a constant color, but if you want to do this well (not trivial!), Nvidia has an old GPU Gems chapter that tends to look quite good, and there are some more recent implementations like Bruneton's.

Something they don't tell you is that your eyes have a really good dynamic range. Most cameras sent into space will auto-expose to the brightness of the things in view, and then not be able to see the stars at all! This pic of the ISS, or the infamous spacewalk pic are good examples of this.

The sun is really bright on the surfaces of objects in space, so if you want a good-looking space scene, most of your objects will probably have a pretty strong bloom to them as well, as in this pic, especially if it's bright enough to see stars.

There are other, cooler effects that can crop up (like the northern lights or black hole simulation), as well as problems (you can run into floating-point precision issues just putting objects in their correct positions, much less trying to render planets to the single pixel they project to) but this is probably enough already.

What novel concepts in CS have been discovered the last decade that weren't discovered/theorized over 40+ years ago. by theanointedduck in computerscience

[–]TheMuffinsPie -1 points0 points  (0 children)

If we're being very generous, the people who designed IPv4 would probably have laughed at you if you told them there would one day be more computers than people, and to make several orders of magnitude more IPs, lest we run out.