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| | bartwronski.com
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| | Introduction This will be a blog post that is second in an (unanticipated) series on interesting uses of the JAX numpy autodifferentiation library, as well as an extra post in my very old post series on dithering in games and blue noise specifically. Teaser: we will "optimize" a dithering matrix directly in Fourier domain and...
| | surma.dev
10.6 parsecs away

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| | I always loved the visual aesthetic of dithering but never knew how it's done. So I did some research. This article may contain traces of nostalgia and none of Lena.
| | 9elements.com
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| | Do you know the feeling when a subject never lets you go? In the last years, I have worked with different graphics programs and have written many lines of CSS. Even though it is now easy to copy CSS code for gradients directly from e.g. Figma, I...
| | timur.hu
27.6 parsecs away

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| In the previous post I gave a brief introduction on what mesh and task shaders are from the perspective of application developers. Now it's time to dive deeper and talk about how mesh shaders are implemented in a Vulkan driver on AMD HW. Note that everything I discuss here is based on my experience and understanding as I was working on mesh shader support in RADV and is already available as public information in open source driver code. The goal of this blog post is to elaborate on how mesh shaders are i...