Isaac Dobbins (@isaacdobbins) 's Twitter Profile
Isaac Dobbins

@isaacdobbins

Rust + WGPU

ID: 967807642444840960

calendar_today25-02-2018 17:04:57

2,2K Tweet

86 Followers

183 Following

fj (@fjzeit) 's Twitter Profile Photo

here’s a history lesson about the technology changes and the skilled developers who became dinosaurs in a matter of a few years. these are from my own memory. * the rise of C - those who mocked its “inefficient” code generation and stuck with assembly * the rise of Java - those

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

The second half of this is teaching your kids what battles are worth fighting. Question any authority that stands between you and your goals relentlessly, but if you are just contrarian it’s just annoying and a waste of effort.

Adam Rackis (@adamrackis) 's Twitter Profile Photo

I'm tired of not being able to use a fucking em dash without people questioning whether AI wrote whatever it is I'm actually putting effort into writing well 😡

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

I have not given it much thought beyond experiments but this runs in about 4.5ms/frame, 1080p, 5060ti. Not quite as many spheres because of the void in the middle of course but no sphere-only gimmick here.

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

I rewrote my C and Vulkan ray tracer in Rust! This runs at 3ms/frame (just like my C version did). I have yet to port the physics over so stay tuned.

Garrett Johnson 🦋 (@garrettkjohnson) 's Twitter Profile Photo

Got the path tracer running on mobile with 16bit output using Kahan-summation & 8bit-packed residuals. I'm a bit worried about precision loss so I'll probably replace this with something else. But it still looks quite good on these simple scenes! 🦀 #threejs #raytracing #webgpu

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

Ray tracing + PHYSICS were meant to be. I had to switch up my acceleration structure (3D uniform grid now) and works for the rays and the physics, rebuilding every frame. (11ms/frame)

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

Giving Nvidia DLSS in DLAA mode a try with my custom path tracer. It was interesting to get the Nvidia SDK automatically building in my cargo project but it works! 1920x1080 in 3ms/frame (5060Ti) but this is not meant to be a performance test. Next I want to hook up NRD because

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

Real-time path tracing, in the limit, is denoising and upscaling. My burden is that I want to put path tracers on hardware and devices that have no real business doing so. And there seems to be no way to do it without resorting to things like MetalFX and DLSS.

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

Real-time Rust/Vulkan path tracer on M1 Pro. This shot runs a 5-pass compute pipeline with a full-res primary-hit cache, traces lighting at 1440×810, and exports at 1920×1080. Current 64-frame average: 39.10 ms GPU frame time total, with 34.08 ms in path tracing, 2.08 ms in

Isaac Dobbins (@isaacdobbins) 's Twitter Profile Photo

Idk. I have been using gstack heavy the last couple weeks. Got fed up with how noisy the code was and re-implemented a feature with a -20k diff net. I don’t know if models are yet good enough to treat all generated source as ‘object code’ yet.