Excited to see the ML technology I've been working on being released 😊
New short blog post: "Running AutoGrad on GPU" aschrein.github.io/jekyll/updat...
Running AutoGrad on GPU
aschrein.github.io
New short blog post: "Image encoding using AutoGrad" aschrein.github.io/jekyll/updat...
Image encoding using AutoGrad
aschrein.github.io
New short blog post: "Adding MLP support to AutoGrad" aschrein.github.io/jekyll/updat...
Adding MLP support to AutoGrad
aschrein.github.io
New short blog post: "Adding tensor support to the toy AutoGrad" aschrein.github.io/jekyll/updat...
Adding tensor support to the toy AutoGrad
aschrein.github.io
New short blog post: "Adding vector support to the toy AutoGrad" aschrein.github.io/jekyll/updat...
Adding vector support to the toy AutoGrad
aschrein.github.io
New short post: "Notes on AutoGrad" aschrein.github.io/jekyll/updat...
Notes on AutoGrad
aschrein.github.io
New short post: "Thinking about convolutions for graphics" aschrein.github.io/jekyll/updat...
Thinking about convolutions for graphics
aschrein.github.io
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
careers.amd.com
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...
All HPG 2025 papers are now available on the EG digital library. CGF papers: diglib.eg.org/handle/10.23... Conference papers: diglib.eg.org/handle/10.23... It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
44-Issue 8
High-Performance Graphics 2025
diglib.eg.org
Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.
We have multiple open job opportunities in game engineering, come work with us !
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
careers.amd.com
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
Who would be interested in a version of #RenderDoc that captures and replays calls to the #WebGPU API (rather than calls to the underlying DirectX/Vulkan/Metal API)? This is an early test that only lists the API calls, but already promissing! Will share when usable.
TIL. I've been using Moeller-Trumbore's ray/tri intersection almost everywhere, for ages. It includes several culling tests, including: u<0, v<0, u>1, u+v>1. Then I encountered this Shadertoy yesterday: www.shadertoy.com/view/wlsfRs This one skips the test for u>1. Which totally makes sense now.
Shadertoy
shadertoy.com
@fcama.bsky.social and the other wizards from the FSR team should be very proud!
AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video! youtu.be/nzomNQaPFSk
AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video! youtu.be/nzomNQaPFSk
With the cooperative matrices starting to standardise I'm kind of starting to wish for a cross-studio cooperation to see an open ML upscaler good enough to kill proprietary solutions. I don't have the power to start something like that unfortunately.
Ported my old WebGPU MLP image compressor toy to my new d3d12 framework aschrein.github.io/mlp_compress...
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out! www.ludicon.com/castano/blog...
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
GPU Friendly Laplacian Texture Blending jcgt.org/published/00...
Made a quick fp8 e4m3 plot aschrein.github.io/pages/fp8_pl... inspired by asawicki.info/articles/fp8...