Nigel J W

@nigeljw.bsky.social

GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm. My opinions do not represent any of my current or past employers.

An excellent guide for mobile graphics developers. I especially want to highlight the comment with regards to the side effect of using discard which disables early depth rejection, which is a very common practice, but often the implications are not well understood.

The Vulkan Working Group@vulkan.org · 5mo ago

Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's Tile Based Rendering (TBR) best practices page is a great resource. Full guide: docs.vulkan.org/guide/latest... #Vulkan #GPU #Programming #GameDev

We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know 🧵 For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).

🔼 Triangles may have won the hardware-acceleration rendering battle ... 🔼 ⏹️ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! ⏹️ See how it squares up: gpuopen.com/learn/biline...

Bilinear interpolation on a quadrilateral using Barycentric coordinates

A new algebraic method for hardware-accelerated bilinear interpolation on convex quadrilaterals is presented, using the Barycentric coordinate feature of modern GPUs.

gpuopen.com