Overview
News
Salaries
Products
People
Growth
Offices
Financials

Overview

Bits, pixels, cycles and more Arseny Kapoulkine (email, , ) Author Arseny Kapoulkine (email, , ) Work, projects and publications Posts If you like this blog, you should follow it via RSS and read older posts.

News

Blog 4 months ago
Zigzag decoding with AVX-512
I've been working on speeding up AVX-512 vertex decoding in meshoptimizer recently; in the process I stumbled upon two optimizations that I did not end up using but I thought they might be fun to write about! The optimizations that actually made it in req
Read more
Report
Blog 6 months ago
Quantizing tangent frames
I've been working on tangent space generation recently, and also pondering the tradeoffs between QTangent and normal-angle storage. So when, in a completely unrelated discussion, someone said "you could store tangent and normal as two RGB10A2 attributes",
Read more
Report
News NVIDIA Developer 6 months ago
NVIDIA RTX Kit
NVIDIA RTX Kit is a suite of neural rendering technologies to render game assets with AI, create game characters with photo-realistic visuals, and more.
Read more
Report
News zeux.io 9 months ago
Qgrep Internals
In 2011-2012 I worked on FIFA Street, followed by FIFA EURO 2012 DLC and finally FIFA 13 - all of these games were based on the same codebase, and this codebase was HUGE. Given an unknown codebase, you need a way to quickly get around it - since you don't
Read more
Report
Blog 1 year ago
Billions of triangles in minutes
Early this year, NVIDIA released their new raytracing technology, RTX Mega Geometry , alongside an impressive Zorah demo . This demo was distributed as a 100 GB Unreal Engine scene - that can only be opened in a special branch of Unreal Engine, NvRTX. The
Read more
Report
Blog 1 year ago
Do not disrespect the fractal
Some people have a misconception that in software engineering, skill stops mattering for code quality from some level of seniority, and all of the value add shifts to architecture, high level design decisions, problem setting, or guiding others. And as lo
Read more
Report
News zeux.io 1 year ago
Optimizations that aren
We all like it when our code is fast. Some of us like the result, but dislike the process of optimization; others enjoy the process. However, optimization for the sake of optimization is wrong, unless you're doing it in your pet project. Optimized code is
Read more
Report
Blog 1 year ago
Load-store conflicts
meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in decoding throughput. One of them, index decoder, has s
Read more
Report
Blog 1 year ago
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as "acceleration structure" and often referred to as "BVH" or "BLAS". Unlike geometry representation for rasteri
Read more
Report
News NVIDIA Technical Blog 1 year ago
NVIDIA RTX Mega Geometry Now Available with New Vulkan Samples
Geometric detail in computer graphics has increased exponentially in the past 30 years. To render high quality assets with higher instance counts and greater…
Read more
Report
Show more news