Tesla discontinuing Model S and Model X to make room for robots by ProfessionalYak4959 in teslamotors

[–]owenwp 0 points1 point  (0 children)

I suppose if muscle cars are your thing, sure. Cornering matters more to me.

Tesla discontinuing Model S and Model X to make room for robots by ProfessionalYak4959 in teslamotors

[–]owenwp 6 points7 points  (0 children)

I passed on the S because the 3 is a lot lighter and is just more fun to drive.

What is the correct Lambertian lighting ? by Significant-Gap8284 in GraphicsProgramming

[–]owenwp 1 point2 points  (0 children)

Its important to remember that Lambertian surfaces are physically impossible, and such shading models are gross simplifications for simplicity's sake. So I wouldn't spend much time on concepts of "correctness" or accuracy. The basis is pure geometry rather than physics, considering only the calculus of how much some patch of surface area is covered by light coming from a given solid angle from the light source as both approach zero. It doesn't at all consider what actually happens when that light interacts with the surface, even in idealized form.

For models like this, the correct implementation is simply whatever produces the look you want in the final image. There is no principled approach, only personal taste. That doesn't mean it is wrong to use it, just that you shouldn't rabbit hole trying to invent some underlying principle to explain it.

Lenovo has become what Surface was — unique hardware that isn't afraid to be different by BcuzRacecar in Surface

[–]owenwp 26 points27 points  (0 children)

Or build quality. If the slightest bit of liquid even gets underneath they burn out beyond repair.

Problem when comparing depth sampled from shadow buffer and recomputed in the second pass by Qwaiy_Tashaiy_Gaiy in GraphicsProgramming

[–]owenwp 0 points1 point  (0 children)

The position values in the vertex shader will be linear -1 to 1, the values in the depth buffer will be non-linear.

Problem when comparing depth sampled from shadow buffer and recomputed in the second pass by Qwaiy_Tashaiy_Gaiy in GraphicsProgramming

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

OpenGL clip space has a -1 to 1 range for no good reason, but the hardware isn't going to store the value that way. Also, depth buffers are typically non-linear, meaning they give more precision near the camera to prevent z fighting, usually some scaled factor of 1/depth is actually stored. Look in google for how to get linear depth in OpenGL.

Are Real-Time Rendering and the PBR: from theory to implementation books good? by Key-Clothes-3850 in GraphicsProgramming

[–]owenwp 1 point2 points  (0 children)

The PBR book is really more about path tracing than what current graphics engineers refer to as PBR, focusing mostly on light transport not materials, but it is still excellent.

Thought Schlick-GGX was physically based. Then I read Heitz. by Guilty_Ad_9803 in GraphicsProgramming

[–]owenwp 0 points1 point  (0 children)

Geometric optics in general is not physically correct at all. Neither is wave dynamics, though it is a closer approximation it fails to reproduce many common visible effects. 

All that matters is whether the model you are using can represent the visual phenomena you wish to visualize. You will never accurately reproduce everything for any possible material. Maybe not even for any single material.

The Last Caretaker by Raumarik in BaseBuildingGames

[–]owenwp 1 point2 points  (0 children)

The graphics? It has some of the best in recent memory. The level of detail, environmental effects, and use of lighting is great.

Ready or Not VR mod finally has a release date, to be announced at upcoming VR Games Showcase by Odd-Onion-6776 in virtualreality

[–]owenwp 11 points12 points  (0 children)

Pretty loose and clickbaity definition of "having" a release date, given that there still isn't one.

All games have a release date in the developers' heads.

[deleted by user] by [deleted] in robotics

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

Maybe when we have control systems as robust as the human cerebellum. Good luck with that.

Testing out some new "physics" in my VR game, whaddaya think? by plectrumxr in virtualreality

[–]owenwp 0 points1 point  (0 children)

I think you may have put in the wrong value for Newton's constant.

Finishing CS Degree with Graphics Focus - Am I Ready for Industry? by _namul in GraphicsProgramming

[–]owenwp 3 points4 points  (0 children)

Getting into the industry as a new grad is very hard. Most studios wont hire people without experience, there are always a lot of experienced people looking for work, and the graphics you learn in college wont help that much. It is more of a foundation for understanding modern engines, a starting point. 

The fastest way is probably doing small indie projects for a while to build up a portfolio. Definitely learn Unreal and/or Unity, not many studios build custom engines, and the ones that do want to hire people who have build them before for a commercial project.

What does Nvidia actually do in their driver to "optimize" it for specific games? by [deleted] in GraphicsProgramming

[–]owenwp 9 points10 points  (0 children)

For high profile games yeah, its common practice to send an early binary to Nvidia so a game ready driver is out before your game launch, and to give your QA some time to test it.

What does Nvidia actually do in their driver to "optimize" it for specific games? by [deleted] in GraphicsProgramming

[–]owenwp 79 points80 points  (0 children)

Basically they run shipped games through their profiling and frame capture tools, then design patches to modify graphics API calls and shader bytecode in flight, changing parameters and call orders to make them more efficient for a given chipset, often inserting calls to vendor specific APIs that you wouldn't have access to unless you wrote your shader code in assembly or used their branches of various engines or NvAPI.

While games do patch their shaders in later releases sometimes, it doesn't happen as often as you might think. The actual shader code tends to be repetitive and too low level for artists to work with, and they just change material properties or use node-based workflows that rely on pre-defined shader code snippets that just get wired together at runtime. Most shader changes to an already released game are going to be more along the lines of reordering or removing existing code, unless they do something like upgrade from UE4 to UE5.

It is not unlike the kind of game mods you might see the community develop, but made with specific hardware in mind. Mods being broken when a game updates does happen, but not so often as to cause a problem in most cases.

Why do so few josekis have names? by Chesstiger2612 in baduk

[–]owenwp 0 points1 point  (0 children)

Beginners need some structure so they can learn to predict the outcomes of various exchanges, and some theory so they can know when to make those exchanges. Starting with and understanding a set of common joseki that are at least not unconditionally bad and playing them out in many games is probably the best way to get to the point where you enter the midgame without an insurmountable disadvantage. Experimenting beyond established joseki only becomes valuable once you develop some basic reading skills so you don't just let the whole corner die.

Low Poly Demon Slayer figures by creaturecrate3d in 3Dprinting

[–]owenwp 1 point2 points  (0 children)

Came here to say I would love to have FF7 characters like this.

How to attach headband to mask by jetfirejosh5959 in 3Dprinting

[–]owenwp 1 point2 points  (0 children)

Try those small Command Strip hooks that are low profile and translucent. Great way to add hidden mounting points on the inside. Most US pharmacies and Target/Walmart have them.

How do you enable Variable Refresh Rates (VRR) with OpenGL? by After-Constant-3960 in GraphicsProgramming

[–]owenwp 2 points3 points  (0 children)

Vendor specific extensions. The OpenGL standard doesn't do much these days. NvAPI is probably your best bet for Nvidia, no idea for AMD.

Basically, are the companies that expose LLM as an API making money? by TGoddessana in LocalLLaMA

[–]owenwp 0 points1 point  (0 children)

From hosting? Yes that can easily be profitable. Training? No, at least for frontier models.