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aras_p
searching Neon…
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8 ms
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1.
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aras_p
2mo ago
Way, way too slow for Playdate though. I tried implementing it, including lots of simplifications, and it is still not really practical: https://aras-p.info/blog/2025/02/09/Surface-Stable-Fractal-D...
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aras_p
3mo ago
That is not actually true. Unity used to be on ancient version of Mono before year 2017. Then until 2019 the option to use “up to date” version was optional. Since 2019 it has been on more or less current Mono version (Mono itself stopped g
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aras_p
3mo ago
If you mean built-in Unity physics, then unlikely. All built-in physics stuff (either 3D physics which is PhysX, or 2D physics which is Box2D) are done entirely in C++ code and are unaffected by Mono float<->double shenanigans.
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aras_p
1y ago
(author here) I think yes and no -- while it is true that the "MOP" quick test I tried does not allow to access/decompress individual EXR channels, it does allow to access "chunks" of the image. Unlike say EXR ZIP t
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aras_p
3y ago
Yes, within VSE (and elsewhere in Blender) almost (*) everything uses premultiplied alpha, directly or indirectly. 8bit/channel images are stored non-premultiplied, but any math done on them does premultiplication, the math, then rever
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aras_p
3y ago
My guess is that the code was written by someone in 1995 back when no one understood color spaces, or something (it's hard to track down who and when wrote it exactly due to all file moves and refactors etc.)
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aras_p
3y ago
No it's not. But, the previous code was already effectively doing "c * c" for the last 15 years. So for now, just keep doing that, a bit faster. A more proper way would be to do proper color-space aware luma calculation. Whic
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aras_p
3y ago
(blog post author here) Most of actual research I've seen (i.e. papers) are not Unity/Unreal, they rather are CUDA/Python. The "Unity Gaussian Splatting" is not a research per se, just integration of that existing t
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aras_p
3y ago
I looked at that in the previous post ( https://aras-p.info/blog/2023/09/13/Making-Gaussian-Splats-s... ) and while there's some nearby correllations in positions & colors (for colors I actually
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aras_p
3y ago
I can't comment on the linked github issues, but looking at the turbopfor icapp.c sources, it looks like the blosc2 bytedelta is not used correctly there: the expected order is "shuffle, then bytedelta", but icapp.c does &quo
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aras_p
3y ago
Yeah I was considering whether to include TurboPFor at some point or not. It looks really good, but for my particular use case is not applicable due to GPL license.
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aras_p
4y ago
I have a new post ( https://aras-p.info/blog/2023/02/03/Float-Compression-5-Scie... ) comparing zfp, fpzip, spdp, ndzip, streamvbyte libraries for compressing this same data set. All in lossless, single th
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aras_p
4y ago
"Kind of". My understanding is that block floating point actually makes a bunch of numbers have the same exponent (probably the largest among the group). That's not exactly the same as reordering bytes where exponents can be
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aras_p
4y ago
(post author) All of this has been done elsewhere! I'm just trying to try various approaches that are out there, on "my own data".
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aras_p
4y ago
(blog post author) I'm not doing operations on floats. The data is floats, yes, but the XOR is obviously not on floats; and Delta is not either. Both are just interpreting data as 4-byte unsigned integers or 1-byte unsigned integers de
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aras_p
4y ago
> What was your thesis topic, if you don't mind sharing? "Rendering Soft Shadows in Real Time" ( https://aras-p.info/texts/files/ArasPranckevicius_Magistras_... ), which was an overview of renderin
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aras_p
4y ago
I am the author. I'm not from the US, so no idea about your thesis question. I did my thesis many years ago, so this investigation is completely not related to that topic :)
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aras_p
8y ago
Yeah, I should have clarified: most games using Unity or UE4 are using PhysX, since that's what these two engines are using out of the box.
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aras_p
8y ago
Everything that is made with Unity or UE4 uses PhysX. That said, not that many games use the GPU-accelerated parts of it; for a lot of gameplay physics CPU code path of PhysX works just fine and does not have special hardware requirements.
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aras_p
8y ago
No, it wasn't recorded. And I was talking in Lithuanian, which wouldn't have been very useful :)
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aras_p
8y ago
There was a video, but since I talked in Lithuanian, I doubt if it would be useful to many people :)
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aras_p
8y ago
That's just coding style, which by itself is not a new dialect. Yes a bunch of APIs in Unity use different naming conventions from the rest of .NET world, but the language is the same. The new HPC#/Burst indeed are subsets of C#,
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aras_p
8y ago
> Unity only adopted C# after moving out of the Mac into the PC Not quite true; Unity has always used Mono. The very first Unity 1.0 version in 2005 was already using C#/Mono. > Which meant it grew to a kind of C# dialect Uni
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aras_p
8y ago
> I'm referring to his Metal timings being more than 10x slower than D3D In my case it's the difference in hardware. DX11 results are on GTX 1080 Ti, whereas Mac are on Iris Pro on 2013 MacBookPro. > 10x performance differen
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aras_p
8y ago
Correct, right now it's only Windows/Mac/Linux. That leaves the whole mobile & console platforms without it, so it's not like our IL2CPP stuff is "not needed anymore".
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aras_p
9y ago
* OpenGL is a dealbreaker since modern things in it (compute etc.) don't work on iOS/Mac; and elsewhere has a lot of driver stability problems. Does not work on any consoles. * Metal is a dealbreaker since it does not work anywher
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aras_p
10y ago
> It'd be interesting to see how the 128-bit Murmur versions compare. Added them (and some more hash functions) in a follow-up post: http://aras-p.info/blog/2016/08/09/More-Hash-Function-Tests
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aras_p
10y ago
asm.js is essentially a "32 bit" compilation target, it does not (to my knowledge) support 64 bit arithmetic efficiently right now.
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aras_p
10y ago
Yeah, should revisit this and test more hash functions. Just ran out of time I wanted to spend on this (hey, I got some actual work to do too :))
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aras_p
10y ago
PX4/XB1 use a fairly low-end AMD CPU (Jaguar core, ~1.6GHz). Apparently it also does not quite appreciate heavy use of 64 bit multiplies (as used in xxHash64 for example). Modern phones (e.g. iPhone 6) in terms of CPU are actually very
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