Pete Brubaker (profile guided optimizer) (@pbrubaker) 's Twitter Profile
Pete Brubaker (profile guided optimizer)

@pbrubaker

Performance & Graphics Software Engineer, ISPC compiler guy, machinist, welder, BRC Ranger, jack-of-all trades. Ex LucasArts/EA/ATVI/R*/QCOM/Intel.

ID: 18323250

calendar_today23-12-2008 01:39:02

4,4K Tweet

1,1K Followers

529 Following

Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

I think I finally "understood" theory of relativity. The graphics programmer version: It's really just some normal map decode math and tonemapping :) Thread...

I think I finally "understood" theory of relativity. The graphics programmer version: It's really just some normal map decode math and tonemapping :)

Thread...
Xor (@xordev) 's Twitter Profile Photo

Stripy Anti-aliasing shadertoy.com/view/l3VcWG Stripes can be tricky to learn at first, but it's a good stepping stone for more complicated scenarios, so it felt necessary to include

Stripy Anti-aliasing
shadertoy.com/view/l3VcWG
Stripes can be tricky to learn at first, but it's a good stepping stone for more complicated scenarios, so it felt necessary to include
Kostas Anagnostou (@kostasaaa) 's Twitter Profile Photo

The CUDA programming guide docs.nvidia.com/cuda/cuda-c-pr… is worth studying, even if you're not programming in CUDA. A lot of this knowledge is transferable to DX12/Vulkan compute shaders, especially the GPU architecture/best practices/performance guidelines parts.

Xor (@xordev) 's Twitter Profile Photo

NEW GM Shaders: Gamma! mini.gmshaders.com/p/gamma How computers handle lighting and specifically gamma correction. This is a simple introduction to more accurate color blending and lighting

NEW GM Shaders: Gamma!

mini.gmshaders.com/p/gamma
How computers handle lighting and specifically gamma correction. This is a simple introduction to more accurate color blending and lighting
MΛX (@mxacop) 's Twitter Profile Photo

I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-ma…

I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-ma…
Kostas Anagnostou (@kostasaaa) 's Twitter Profile Photo

"Raymarching The Gunk" discussing the techniques used to render the slimy substance in the game, great read: jarllarsson.github.io/gen/gunkraymar…

Math Cafe (@riazi_cafe_en) 's Twitter Profile Photo

MIT's "Street Fighting Mathematics" This course teaches the art of guessing results and solving problems without doing a proof or an exact calculation. Book: ocw.mit.edu/courses/18-098…

MIT's "Street Fighting Mathematics"

This course teaches the art of guessing results and solving problems without doing a proof or an exact calculation.

Book: ocw.mit.edu/courses/18-098…
Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

min/max SDF -> either inside or outside is broken. Subtracts keep the inside fine, but the outside is incorrect. Union keeps the outside correct, but the inside is incorrect. Incorrect == not the actual distance to the surface. Conservative distance is not always good enough.

François Guthmann (@frguthmann) 's Twitter Profile Photo

Seb wrote a fantastic article exploring how to make mat mul go fast on AMD GPUs. This is a deep dive into both the algorithm and hardware, with great visualizations. He is also looking for work and I only have good things to say about him, so hire him! seb-v.github.io/optimization/u…

NOTimothyLottes (@notimothylottes) 's Twitter Profile Photo

Re: i[ndy]Tech 7 (not 8) youtube.com/watch?v=0QYETn… - In simplified terms, the baked vintage lightmap is no more, replaced by simplified frame amortized raytracing building stable probe cascades ...

Re: i[ndy]Tech 7 (not 8) youtube.com/watch?v=0QYETn… - In simplified terms, the baked vintage lightmap is no more, replaced by simplified frame amortized raytracing building stable probe cascades ...
Dennis Gustafsson (@voxagonlabs) 's Twitter Profile Photo

My talk from Better Software Conference last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. youtube.com/watch?v=Kvsvd6…

Kleber Garcia (@kechogarcia) 's Twitter Profile Photo

Awazing talk! Another technique (common in GPU) is persitant jobs: - let atomic C = 0 - fill machine->N jobs: - do work - prev = InterlockAdd(C, 1) - while (prev != N-1) spin - if (prev==N-1) prep next loop & break spin. - all threads persistent and require no schedule!