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Anton Schreiner

@aschrein.bsky.social
120 followers 182 following 29 posts

Gfx and ML

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Anton Schreiner @aschrein.bsky.social · 14/11/2025
Excited to see the ML technology I've been working on being released 😊
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Anton Schreiner @aschrein.bsky.social · 30/08/2025
New short blog post: "Running AutoGrad on GPU" aschrein.github.io/jekyll/updat...
aschrein.github.io
Running AutoGrad on GPU
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Anton Schreiner @aschrein.bsky.social · 29/08/2025
New short blog post: "Image encoding using AutoGrad" aschrein.github.io/jekyll/updat...
aschrein.github.io
Image encoding using AutoGrad
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Anton Schreiner @aschrein.bsky.social · 28/08/2025
New short blog post: "Adding MLP support to AutoGrad" aschrein.github.io/jekyll/updat...
aschrein.github.io
Adding MLP support to AutoGrad
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Anton Schreiner @aschrein.bsky.social · 26/08/2025
New short blog post: "Adding tensor support to the toy AutoGrad" aschrein.github.io/jekyll/updat...
aschrein.github.io
Adding tensor support to the toy AutoGrad
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Anton Schreiner @aschrein.bsky.social · 24/08/2025
New short blog post: "Adding vector support to the toy AutoGrad" aschrein.github.io/jekyll/updat...
aschrein.github.io
Adding vector support to the toy AutoGrad
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Anton Schreiner @aschrein.bsky.social · 23/08/2025
New short post: "Notes on AutoGrad" aschrein.github.io/jekyll/updat...
aschrein.github.io
Notes on AutoGrad
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Anton Schreiner @aschrein.bsky.social · 22/08/2025
New short post: "Thinking about convolutions for graphics" aschrein.github.io/jekyll/updat...
aschrein.github.io
Thinking about convolutions for graphics
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Anton Schreiner @aschrein.bsky.social · 18/06/2025
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
careers.amd.com
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!
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Jakub Boksansky @boksajak.bsky.social · 21/06/2025
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...
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Christoph Peters @momentsingraphics.bsky.social · 21/06/2025
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.
diglib.eg.org
44-Issue 8
High-Performance Graphics 2025
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Anton Schreiner @aschrein.bsky.social · 18/06/2025
Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.
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Anton Schreiner @aschrein.bsky.social · 18/06/2025
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
careers.amd.com
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!
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Pema99 @pema99.bsky.social · 10/05/2025
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
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Élie Michel @elie-michel.bsky.social · 30/04/2025
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.
A screenshot of RenderDoc where one can see calls to the WebGPU API
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Jacco Bikker 🎦 @jbikker.bsky.social · 25/03/2025
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.com
Shadertoy
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Dihara Wijetunga @diharaw94.bsky.social · 05/03/2025
@fcama.bsky.social and the other wizards from the FSR team should be very proud!
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Alex Battaglia @dachsjaeger.bsky.social · 05/03/2025
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
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Jendrik Illner @jendrikillner.bsky.social · 03/03/2025
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
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Lea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 03/03/2025
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.
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Anton Schreiner @aschrein.bsky.social · 21/02/2025
different input encoding
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Anton Schreiner @aschrein.bsky.social · 21/02/2025
Same MLP applied in world space to learn lighting
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Anton Schreiner @aschrein.bsky.social · 20/02/2025
Ported my old WebGPU MLP image compressor toy to my new d3d12 framework aschrein.github.io/mlp_compress...
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Ignacio Castano @icastano.bsky.social · 20/02/2025
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...
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Anton Schreiner @aschrein.bsky.social · 19/02/2025
Got basic soft direct shadows going with blue noise eheitzresearch.wordpress.com/762-2/
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Anton Schreiner @aschrein.bsky.social · 19/02/2025
Enabled AGS for the shader clock extension
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 19/02/2025
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
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Anton Schreiner @aschrein.bsky.social · 18/02/2025
Passing attributes to get basic diffuse shading
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Anton Schreiner @aschrein.bsky.social · 18/02/2025
Made a quick fp8 e4m3 plot aschrein.github.io/pages/fp8_pl... inspired by asawicki.info/articles/fp8...
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Anton Schreiner @aschrein.bsky.social · 17/02/2025
Got some basic gltf loading thx to github.com/lukas-shawfo...
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Anton Schreiner @aschrein.bsky.social · 16/02/2025
Hello Ray Tracing! Super cool that renderdoc has basic support these days.
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Anton Schreiner @aschrein.bsky.social · 16/02/2025
Always nice to see a familiar face for the first time on a new toy framework
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Anton Schreiner @aschrein.bsky.social · 15/02/2025
Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.
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simstim @simstim-star.bsky.social · 06/12/2024
Drawing a triangle with DirectX 12 using pure C github.com/simstim-star... #CProgramming #Gamedev #gamedevs #gamedevelopment #Programming
github.com
GitHub - simstim-star/DirectX12-HelloTriangle-in-C: Adaptation of the official DirectX12 HelloTriangle example using C
Adaptation of the official DirectX12 HelloTriangle example using C - simstim-star/DirectX12-HelloTriangle-in-C
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François Guthmann @frguthmann.bsky.social · 02/12/2024
Hey all, I wrote some WebGPU code to test some race conditions in a shader. If you're willing to try, let me know what you see. Red/flicker means there's a race. I'm especially curious about V3 which could theoretically race but I was never able to catch it. frguthmann.github.io/webgpu_racy_...
frguthmann.github.io
Racy WebGPU tests
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Anton Schreiner @aschrein.bsky.social · 01/12/2024
My team is hiring careers.amd.com/careers-home...
careers.amd.com
Senior GPU/ML Modelling Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a Senior GPU/ML Modelling Engineer in Warsaw, Poland. Review all of the job details and apply today!
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mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 28/11/2024
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions. i Hope you enjoy or find something new! mamoniem.com/behind-the-p...
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Ben Beilharz @engramm.ing · 28/11/2024
Fresh outta Vision Science x Computer Graphics preprint press :: Perceptually Optimized Super Resolution (Karpenko et al. 2024) arxiv.org/abs/2411.17513 Dynamically-guided SR to human-sensitive areas in an image leading to half the flops used for an indistinguishable result from prior methods.
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 27/11/2024
The GPU Zen 3 book is out, perfect timing for the Holiday Season! www.amazon.com/GPU-Zen-Adva... So many fantastic-looking articles! Together with my teammates, we have also contributed a chapter: "Differentiable Graphics with Slang.D for Appearance-Based Optimization".
Screenshot from the book table of contents.
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 21/11/2024
Khronos will oversee the open-source Slang shading language and compiler www.khronos.org/news/press/k... This is big. Slang is cross-platform, backward-compatible, and trivial to port to. It supports differentiation/gradient computation as the first-class citizen, allowing to merge ML and graphics.
khronos.org
Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA
The Khronos Group has announced the launch of the new Slang™…
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Shannon Woods 🦡🖥️👾 @shannonin3d.bsky.social · 21/11/2024
Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU? try.shader-slang.org You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!
try.shader-slang.org
Slang Playground
Interactive playground for experimenting with Slang shading language. Write, compile, and visualize shader code in real-time.
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Anton Schreiner @aschrein.bsky.social · 22/10/2024
hello world
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