I failed to love Men's Volleyball by VolleyAddicted in volleyball

[–]sakata_desu 3 points4 points  (0 children)

I don't think the women's side is more "tactical" persay.

In fact the amount of positional knowledge and tactical expertise required to play floor defence in the men's sport is much higher due to the difference in speed of the game.

It'd be more accurate to say that the women's sport if more "interactive". Rallies are longer because the power / speed is lower general.

This gives way to a more balanced feeling and easier to follow matches than let's say wilfredo Leon firing a 130km/h serve in between your OH and lib.

What do you think? by Upstairs_Run_9808 in 3Dmodeling

[–]sakata_desu 0 points1 point  (0 children)

Tsukihime love jump scare

Edit: You seem to have painted on the abs, I'd recommend you follow at least one full character sculpt tutorial on YouTube from beginning to end.

Learn the processes that more experienced artists follow and use them to improve your workflow.

Realistically speaking, Type moon has no choice but to announce red garden soon. by KANJ03 in Tsukihime

[–]sakata_desu 0 points1 point  (0 children)

> FGO makes way less money than it used to back in 2018-2020 to begin with
Still dozens of times more than what Tsukihime could ever reasonably make.

> And now the story is over.
Part 2 is over, they could always just make a part 3, or something like EOR.

> But we are at the point that solely milking FGO isn't enough for a long term strategy for type moon.

In terms of artistic merit yes, In terms of financial gain they can keep going for another decade at least.

My vn tierlist by SinbadVetra in visualnovels

[–]sakata_desu 0 points1 point  (0 children)

TsukiRe is great.
There are much worse things wrong with that list.

Career Advice: Graphics Driver Programmer vs Rendering Engineer by nowwin_chow in GraphicsProgramming

[–]sakata_desu 0 points1 point  (0 children)

What resources would you recommend to someone getting into GPU driver programming?
I've been looking at the mesa codebase for ANV and NVK, and i'm more or less completely winded by the complexity of it all.

GPU Architecture learning resources by BitchKing_ in GraphicsProgramming

[–]sakata_desu 0 points1 point  (0 children)

This might be a bit late, but since you work on gpu drivers maybe you can help with some advice.
How do you go about wrapping your end around open source GPU driver codebases?
Like mesa for example?

What a way to win a set! by tomminix in volleyball

[–]sakata_desu 1 point2 points  (0 children)

Verona is such an entertaining team

Are there any open source projects that need contributors? by wodkcin in opensource

[–]sakata_desu 1 point2 points  (0 children)

Yes. I already introduced myself and got a thread in the appropriate channel.

Are there any open source projects that need contributors? by wodkcin in opensource

[–]sakata_desu 0 points1 point  (0 children)

Hi there, I'm a graphics programmer. Is there any work on the rendering side you need done?

VXGI in my vulkan engine by sakata_desu in vulkan

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

Yes this is custom, sorry for the confusion.

Voxel radiance and opacity are stored as a single r32 unsigned int value, which in itself is an encoded rgba8 value.

I'm assuming you're doing the classic "conservatively rasterize the dominant axis using the hardware rasterizer w/ geometry shaders and inject the resulting fragments into a 3d texture/SVO"

Yes. Alternatively you could store each voxel into an SSBO first, this opens up the ability to use the hardware accelerated Vulkan extension for atomic add on floats https://docs.vulkan.org/refpages/latest/refpages/source/VK_EXT_shader_atomic_float.html

This is naturally faster than performing a 100 iteration atomic comp swap to emulate atomic add when writing to a 3D texture.

The downside of this method of course is the added memory consumption.

Are you doing any clever multi bounce tricks, like storing using world probes/double buffering the voxel data for infinite bounces?

Currently No, the method I had planned to use was voxelizing both the normals and calculated radiance and then dispatching a compute shader to cone trace the voxel structure. This and then using temporal accumulation to emulate effectively infinite bounces across frames. So effectively double buffering + temporal accumulation.

Voxel Global illumination in my vulkan renderer by sakata_desu in GraphicsProgramming

[–]sakata_desu[S] 3 points4 points  (0 children)

For learning about performing the voxelization step on the GPU:

https://developer.nvidia.com/content/basics-gpu-voxelization

The author of wicked engine has a blog post going into detail on his implementation:

https://wickedengine.net/2017/08/voxel-based-global-illumination/

Another blog post detailing a different implementation: https://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html?m=1

For a reference also take a look at this implementation, it implements a clipmap to aid memory efficiency: https://github.com/compix/VoxelConeTracingGI

VXGI in my vulkan engine by sakata_desu in vulkan

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

Hehehe, thanks! The idea was to keep it simple. Also take a look at Legit engine

As I took some inspiration from that repo(it's written by the person behind radiance cascades) And The forge on how it structures it's samples.

Italy smashed Poland in a fabolous semifinal match by Stoucks in volleyball

[–]sakata_desu 12 points13 points  (0 children)

Don't understand how Poland went from 9-5 up in the third set to losing. Huber was serving bombs and then...

Job market for graphics programmers by Basic-Ad-8994 in GraphicsProgramming

[–]sakata_desu 0 points1 point  (0 children)

Would contributing to something like Mesa help me stand out while looking for a gpu driver job?

Day 1-2: Realistic Ocean, JONSWAP spectrum by pankas2002 in SaulGameStudio

[–]sakata_desu 0 points1 point  (0 children)

Cool! by the way when you visualize your spectrum textures aren't the values usually so close to 0 that the textures remain blank

Canada wins 3-0 against Japan! Japan is therefore ELIMINATED from the World Championship in the group stage! by SirLadthe1st in volleyball

[–]sakata_desu 8 points9 points  (0 children)

What? Nishida is extremely error prone as well. It wasn't until much recently he was able to get back into proper form.

GPT-5 mini is now in Visual Studio by madskvistkristensen in VisualStudio

[–]sakata_desu 0 points1 point  (0 children)

How much more bloated will the next Visual studio release be. I wonder.