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wadeb

@wadeb@mastodon.gamedev.place

Programmer in Portland, ME

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aras, to random
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Rhubarb cakes will continue until situation improves cc @ocornut https://mastodon.gamedev.place/@ocornut/112349540484879319

wadeb,
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@aras @ocornut looks delicious!

BartWronski, to random
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I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

wadeb,
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@mtothevizzah @iralmeida @BartWronski @aras @demofox Maine is a nice place to visit, especially in Summer+Fall, and I too miss in-person collaborations! Bart, do you think anyone is using inverse rendering now to automate these artist mipmap tricks? Like, directly updating the vertices + mipmaps of a low-LOD model as parameters, to try to match downsampled images of a high-LOD model.

wadeb,
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@BartWronski @mtothevizzah @iralmeida @aras @demofox Thanks! It looks like they did what I was thinking of re: optimizing mipmaps directly. Should get things like normal-to-gloss automatically. Props to them for using Simplygon output as a reference and seed since that tracks production practice. Re: speed and renderers, I've been playing with PyTorch and Kaolin but wondering about just trying https://ggx-research.github.io/publication/2024/04/17/publication-intel-diffrast.html and starting with our existing LODs + mipmaps, to just try and improve quality.

demofox, to random
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@wadeb hey Wade! ::waves::

wadeb,
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@demofox hi Alan! fyi I'm going through https://www.ea.com/seed/news/machine-learning-game-devs-part-1 at the moment, thank you for writing and posting it! hope you're doing well.

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