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jbikker
searching PlanetScale…
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Delta – 3D racing game for MSX2 (z80)
(jacco.ompf2.com)
2 points
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jbikker
7mo ago
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1 comments
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jbikker
7mo ago
DELTA is a retro game for the MSX2 platform (~1985) featuring polygon graphics at 20fps.
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jbikker
2y ago
Fast BVH construction and maintenance, with a very compact API. New version adds SBVH with "unsplitting" for ultimate BVH quality.
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jbikker
2y ago
Last week I released on github a new single-header file library for constructing and traversing BVHs on the CPU, with (short-term) plans to take traversal (not construction) to the GPU as well. Features: * No dependencies at all. Just add t
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jbikker
2y ago
Third episode of the Voxel Ray Tracing in C++ tutorial. Describes ray tracing techniques using a fast CPU template / framework. Covered so far: lights, shadows, reflection, refraction. Third article covers stochastic techniques: anti-a
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Ray Tracing with Voxels in C++
(web201.your-webhost.nl)
1 points
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jbikker
2y ago
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0 comments
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jbikker
4y ago
Hi Roel. :) Was a pleasure to work with you!
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jbikker
4y ago
Very nice. :) Every language deserves its own ray tracer!
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jbikker
4y ago
You mean it looks funny in Safari without that setting? I am learning a ton about wordpress caching plugins, after last night's HN deluge... Perhaps I can do a tutorial on that next. ;)
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jbikker
4y ago
That must have been very recently then? IIRC, until two years ago there was ray tracing, then rasterization, in that order. As it should be. :) Anyway if you're in Utrecht there's a nice 'Advanced Graphics' course. Best
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jbikker
4y ago
Here's one in 9 lines of C: :) https://pastebin.com/c7n66AVm
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jbikker
4y ago
Yes the site got slashdotted... reached out to the ISP, should be back online soon.
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jbikker
4y ago
Server is swamped... Hope to have things back online soon.
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jbikker
4y ago
Well if you have more than 2 levels you can always collapse, which is the preferred solution. Just walk the scenegraph, and flatten the matrices. Now you're left with an array of BLASses, each with their final matrix. RTX has hardware
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jbikker
4y ago
This is the sixth article on building a bounding volume hierarchy on the CPU, completing the original planned series. Two more articles are now planned, taking this to the GPU, but still without using RTX.
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jbikker
4y ago
Article 4 (on refitting) and 5 (constructing BLAS + TLAS) should arrive this week, completing the basic C++ implementation of the algorithm used for DXR / RTX.
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Part 2 of the SSE/AVX SIMD tutorial now online
(jacco.ompf2.com)
2 points
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jbikker
6y ago
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0 comments
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OPT#3: Writing SIMD code in C/C++, blog post
(jacco.ompf2.com)
1 points
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jbikker
6y ago
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0 comments
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Of finite geometric sums and fp32 bit magic
(jacco.ompf2.com)
2 points
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jbikker
6y ago
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0 comments
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Optimizing CUDA path tracing code
(jacco.ompf2.com)
5 points
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jbikker
6y ago
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Updated RTX path tracing benchmark
(jacco.ompf2.com)
3 points
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jbikker
7y ago
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0 comments
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Low level code optimization tutorial
(jacco.ompf2.com)
1 points
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jbikker
7y ago
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0 comments
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RTX Path Tracing Benchmark
(jacco.ompf2.com)
1 points
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jbikker
7y ago
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0 comments