Cody Bennett (@cody_j_bennett) 's Twitter Profile
Cody Bennett

@cody_j_bennett

@pmndrs, @threejs | Mathematician, Physicist | Graphics, Games, Cats

ID: 1385230127357841411

linkhttps://codyb.co calendar_today22-04-2021 13:53:00

1,1K Tweet

2,2K Followers

7 Following

Dennis Smolek (@dennissmolek) 's Twitter Profile Photo

OIDN Tensorflow update: Polished CPU side data handling for various types Spoiler alert, it's slow Getting data from three off the GPU takes ~100ms Running the denoiser takes ~4ms Pulling the TF tensor ~1600ms Processing & pushing back to GPU ~100ms Time to resolve GPU sharing

OIDN Tensorflow update:

Polished CPU side data handling for various types
Spoiler alert, it's slow

Getting data from three off the GPU takes ~100ms
Running the denoiser takes ~4ms
Pulling the TF tensor ~1600ms
Processing & pushing back to GPU ~100ms

Time to resolve GPU sharing
Bela Bohlender (@belabohlender) 's Twitter Profile Photo

Excited to launch react-three/xr🤳🥽 Leverage the latest WebXR features, reuse your existing interactions, and advance what is possible in AR and VR on the Web. ↳ Turn your existing R3F app into an AR or VR experience with only a few lines of code. 🎉

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Fixes + 512spp since I don't denoise yet. Need to get back down to 16spp. GTAO was already memory bound where Hi-Z greatly helps (unfortunately awful to implement in WebGL). Not sure how to include diffuse, starting with including it in the (depth) reduction anyway.

Fixes + 512spp since I don't denoise yet. Need to get back down to 16spp. GTAO was already memory bound where Hi-Z greatly helps (unfortunately awful to implement in WebGL). Not sure how to include diffuse, starting with including it in the (depth) reduction anyway.
Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Reminder this was reverted in error, and I put a $1k bounty to get through Meta's red tape and reinstate it. This is strictly an enhancement and has no performance ramifications for future/existing apps; instead of rebinding to an unrenderable canvas, it binds to the XR layer.

Reminder this was reverted in error, and I put a $1k bounty to get through Meta's red tape and reinstate it.

This is strictly an enhancement and has no performance ramifications for future/existing apps; instead of rebinding to an unrenderable canvas, it binds to the XR layer.
Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Implemented reverse depth in three.js with EXT_clip_control for [0, 1] NDC range. This is a strict improvement to logarithmic depth buffer where supported, namely in both performance and accuracy. Also works well with MSAA, unlike logarithmic depth. github.com/mrdoob/three.j…