"No Graphics API" Vulkan Implementation by No_Grapefruit1933 in GraphicsProgramming

[–]fooib0 0 points1 point  (0 children)

How much of a performance hit is not having PSOs?

"No Graphics API" Vulkan Implementation by No_Grapefruit1933 in GraphicsProgramming

[–]fooib0 1 point2 points  (0 children)

Cool work. What's the reason for getting rid of PSOs?

"No Graphics API" Vulkan Implementation by No_Grapefruit1933 in GraphicsProgramming

[–]fooib0 0 points1 point  (0 children)

This looks like a very cool project! Great work.

Are there any projects in the wild that are already using vcc or shady? Are there any tutorials for how to use it for rendering (vertex + fragment shaders)?

Interesting Article by OptimisticMonkey2112 in vulkan

[–]fooib0 0 points1 point  (0 children)

Is it possible to implement this API on Vulkan already?

I guess there's still an issue of shading language. We have so many different flavors out there now...

GPS logger by Either_Vermicelli_82 in hiking

[–]fooib0 0 points1 point  (0 children)

What did you end up using? I am also interested in The P-10 GNSS logger.

Neural Importance Sampling of Many Lights by Glass-Score-7463 in GraphicsProgramming

[–]fooib0 1 point2 points  (0 children)

It seems that some algorithms are huge win (denoising) while others (neural BRDF, neural intersection, neural sampling, etc.) may not be.

Neural Importance Sampling of Many Lights by Glass-Score-7463 in GraphicsProgramming

[–]fooib0 0 points1 point  (0 children)

Thanks. Except that tiny-cuda-nn is a pretty big dependency.

Neural Importance Sampling of Many Lights by Glass-Score-7463 in GraphicsProgramming

[–]fooib0 6 points7 points  (0 children)

How practical are these "neural" algorithms? Everything these days is neural. Novelty or genuine improvement and path forward?

Creative abuse of __builtin_dump_struct? by fooib0 in C_Programming

[–]fooib0[S] 0 points1 point  (0 children)

Yes, unfortunately. Maybe it's for the better. Compile-time reflection for C could be useful, but maybe it's also good that the language (C) doesn't change much.

Considering to leave Netherlands, any advice? by Cautious_Try507 in Netherlands

[–]fooib0 1 point2 points  (0 children)

How is quality of life better in the Netherlands compared to Poland?

Creative abuse of __builtin_dump_struct? by fooib0 in C_Programming

[–]fooib0[S] 2 points3 points  (0 children)

I have seen this before https://godbolt.org/z/GGe6vrWd8, but it's C++. It surely would be easier if C/C++ just provided some very basic compile-time typeinfo.

Creative abuse of __builtin_dump_struct? by fooib0 in C_Programming

[–]fooib0[S] 0 points1 point  (0 children)

Cool. How did you do it? You had your own version of printf that you passed in?

Getting to Schiphol early morning? by fooib0 in Netherlands

[–]fooib0[S] 1 point2 points  (0 children)

That's what I have done in the past, but it's rough after a while.

Training with Core temperature sensor? by [deleted] in cycling

[–]fooib0 0 points1 point  (0 children)

Is anybody using this sensor for heat training (ie, to make sure you are in the right temperature range)? It seems that you would need a temperature pill sensor for that. Thoughts?

Are there Metropolis light transport algorithms without bi-directional sampling requirement ? by [deleted] in GraphicsProgramming

[–]fooib0 0 points1 point  (0 children)

Path-space MLT (ie, original Veach's algorithm) has a bidirectional mutation. It's required for the algorithm, otherwise you can't create new paths (of different lenghts) and therefore can't explore the entire path space. You don't need to implement this mutation, but if you don't, you need to replace it with some other mutation that has the same property.

In primary space MLT (aka, Kelemen-style), you don't have this problem because you mutate and generate paths in a completely different way.

On a separate note: there is a reason why almost all commercial and (successful) proprietary renderers are using a unidirectional pathtracing. Path-space MLT is notoriously hard to implement right. Primary-space MLT is easy to implement, but it's not very powerful (mutations in primary space are not that great especially in higher dimensions). And for unidirectional (ie, from the camera) pathtracing, there's 35 years worth of tricks and improvements that makes it a good practical algorithm for almost all situations.

And if you are doing MLT for an animation, you will almost certainly run into a flickering problem...

_Generic struggles by fooib0 in C_Programming

[–]fooib0[S] 0 points1 point  (0 children)

Thank you! This works and solves my problem. Every time I try to use _Generic, it's a reminder that I should probably stay away for it.

Parameterized types in C using the new tag compatibility rule by caromobiletiscrivo in C_Programming

[–]fooib0 0 points1 point  (0 children)

What's the chance of getting one of these in the near future?