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jglrxavpok

@jglrxavpok@mastodon.gamedev.place

Engine Programmer by day, but also by night.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

jglrxavpok, to GraphicsProgramming French
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Et voilà!

New article in my ongoing Recreating Nanite series: Mesh shader time!

https://jglrxavpok.github.io/2024/05/13/recreating-nanite-mesh-shader-time.html

  • May contain trace amounts of GPU Traces.

#customengine #solodev #graphicsprogramming #MeshShaders #Vulkan

jglrxavpok, to GraphicsProgramming French
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NaN propagation can sometimes look pretty

jglrxavpok, (edited ) to GraphicsProgramming French
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Hot off the press!

How to automatically select LODs at runtime:

Recreating Nanite: Runtime LOD selection!

https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html

#customengine #solodev #graphicsprogramming

jglrxavpok, (edited ) to GraphicsProgramming French
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New article!

How I improved my LOD generation for my Nanite-like system.

https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html

'not a standford bunny' model by Jocelyn Da Prato

jglrxavpok,
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@zeux Thanks for the answer and for meshoptimizer !

I wanted to find a confirmation of the linear cost in terms of vertex count, but could not find the discussion/issue where I first found out about it.

I have added a small note in the article to point out that a future version of meshoptimizer would remove the need for the artificial vertex buffer.

jglrxavpok, to GraphicsProgramming French
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New blog post!

This article is a bit lighter than the other ones, and is about a simple material pass for my Recreating Nanite series.

https://jglrxavpok.github.io/2024/02/06/recreating-nanite-material-pass.html

jglrxavpok, to GraphicsProgramming French
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shinies_and_shadows, to random

Stream will start in an hour with @yoriculaire. Today @beamMyUp can't make it so we'll probably start reading @jglrxavpok blogposts about their adventure on recreating Nanite
https://jglrxavpok.github.io/2023/11/26/recreating-nanite-visibility-buffer.html

jglrxavpok,
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@shinies_and_shadows je peux être disponible d'ici quelques minutes s'il y a des questions !

jglrxavpok, to GraphicsProgramming French
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jglrxavpok, to GraphicsProgramming French
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jglrxavpok, to random French
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Unsurprisingly, Windows will refuse that I allocate a std::vector of 9GB to process a massive 3D model.

I need a smarter way of doing this, but this is a problem for future me.

porglezomp, to random
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@jglrxavpok I saw your blog posts and was enjoying them and went to put them in my RSS reader and it broke—it looks like you’re missing some kind of root URL element? All of the URLs are coming out relative with no root in my reader so they don’t resolve to anything. Might need the post URL to be absolute in the RSS?

Thanks for your writing and hopefully this isn’t too hard to fix!

jglrxavpok,
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@porglezomp I have thought about RSS but wasn't sure someone would be interested.

I don't really know how to fix this issue, but I'll take a look tonight!

jglrxavpok,
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@porglezomp There is still a few validation recommandations, but it seems fixed now!

jglrxavpok, to GraphicsProgramming French
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It took a while, but here's the new article on Recreating Nanite!

This time: LOD generation and all its problems.

It still has room for a lot of improvements, but I'm happy of where I currently am.

https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html

#customengine

jglrxavpok, to GraphicsProgramming French
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jglrxavpok, to random French
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jglrxavpok, to random French
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My cluster LOD generation is flawless!

jglrxavpok, to random French
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Wrote an article on adding a visibility buffer to my engine!

"Recreating Nanite: Visibility buffer"

https://jglrxavpok.github.io/2023/11/26/recreating-nanite-visibility-buffer.html

jglrxavpok, to GraphicsProgramming French
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Cluster-based rendering is going juuust fine

jglrxavpok,
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Working cluster-based rendering!

jglrxavpok,
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@pyrrhael I was stuck for an entire week, just because my storage buffer alignment was wrong.

jglrxavpok,
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@pyrrhael j'ai des crashs gpu avec Nsight pour une raison qui m'échappe, mais j'ai pu avoir l'info grâce aux debug layers.
Par contre l'erreur était noyée parmi d'autres donc je n'y ai pas fait attention au début 😬

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