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lisyarus
searching Neon…
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1.
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by
lisyarus
8mo ago
Hi! Blog post author here. I have heard the "Computer Graphics from Scratch" book before, but I haven't read it myself, so it would be quite hard for me to plagiarize it. I guess some similarities are expected when talking ab
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by
lisyarus
2y ago
Yep, it literally says that in the article
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by
lisyarus
2y ago
Amazing resource, thank you!
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by
lisyarus
2y ago
Amazing!
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by
lisyarus
2y ago
Yeah I've seen it, no worries! :)
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by
lisyarus
2y ago
Very cool! Based on the video you're also doing some hierarchical subdivisions?
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by
lisyarus
2y ago
It's true that it makes it more complicated on the GPU side in general, but specifically in this scenario everything works out just fine, mostly because all updates effectively ping-pong between flow & water height buffers, and you
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by
lisyarus
2y ago
Interesting, thanks! Is it kinda like the Gibbs phenomenon?
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by
lisyarus
2y ago
It's not as much about experience as it is about trade-offs. I've worked a lot with Vulkan and it's an incredible API, but when you're working alone and you don't have the goal of squeezing 250% performance out of y
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lisyarus
2y ago
See my answer to artemonster above.
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by
lisyarus
2y ago
I'm using WebGPU as a nice modern graphics API that is at the same time much more user-friendly and easier to use compared to e.g. Vulkan. I'm using a desktop implementation of WebGPU called wgpu, via it's C bindings called w
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by
lisyarus
2y ago
> It's a mega-kernel, so you'll get poor occupancy past the first bounce Sure! If you look into the to-do list, there's a "wavefront path tracer" entry :) > new origin should be along the reflected ray I'
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by
lisyarus
2y ago
Nope, this project is desktop-only
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Show HN: I've made a Monte-Carlo raytracer for glTF scenes in WebGPU
(github.com)
131 points
by
lisyarus
2y ago
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37 comments
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by
lisyarus
2y ago
Joker_vD obviously talks about the far plane, not the near plane
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by
lisyarus
2y ago
Yep, I've seen this problem when testing locally on chrome, but I've no idea what that is. Reloading the page usually works.
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by
lisyarus
2y ago
I will cover triangle clipping in part 5, and it's much less scary than it seems to be!
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lisyarus
4y ago
That's for efficiency reasons: most streams have way more logic than just filling the array, which can hardly be represented in terms of "getting the next value", and loops are good for optimization by compiler, etc. In fact,
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lisyarus
4y ago
True! But also my use case it quite different compared to GStreamer, and I don't really need all that metadata & introspection.
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lisyarus
4y ago
It pretty much may be!
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lisyarus
4y ago
Indeed, thanks!
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lisyarus
4y ago
std::vector would definitely be the wrong choice, since I typically want to pass random subsections of random arrays to be filled by audio samples. std::span would be a good choice, though (I actually have my own span in the engine, from be
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by
lisyarus
4y ago
The alternative that my older code used was int16, and it has way bigger precision issues (32-bit float has 23 bits of precision, and in16 has 15). Fundamentally audio samples are just numbers; the fact that they have to be in the [-1..1] r
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by
lisyarus
4y ago
Adding a whole new language (meaning compiler, packaging, libs, ecosystem) into my engine just for the audio lib which I _wanted_ to implement myself in the first place? No, thanks.