Anton Schreiner @aschrein.bsky.social · 14/11/2025Excited to see the ML technology I've been working on being released 😊 010
Anton Schreiner @aschrein.bsky.social · 30/08/2025New short blog post: "Running AutoGrad on GPU" aschrein.github.io/jekyll/updat...aschrein.github.ioRunning AutoGrad on GPU 000
Anton Schreiner @aschrein.bsky.social · 29/08/2025New short blog post: "Image encoding using AutoGrad" aschrein.github.io/jekyll/updat...aschrein.github.ioImage encoding using AutoGrad 000
Anton Schreiner @aschrein.bsky.social · 28/08/2025New short blog post: "Adding MLP support to AutoGrad" aschrein.github.io/jekyll/updat...aschrein.github.ioAdding MLP support to AutoGrad 000
Anton Schreiner @aschrein.bsky.social · 26/08/2025New short blog post: "Adding tensor support to the toy AutoGrad" aschrein.github.io/jekyll/updat...aschrein.github.ioAdding tensor support to the toy AutoGrad 000
Anton Schreiner @aschrein.bsky.social · 24/08/2025New short blog post: "Adding vector support to the toy AutoGrad" aschrein.github.io/jekyll/updat...aschrein.github.ioAdding vector support to the toy AutoGrad 010
Anton Schreiner @aschrein.bsky.social · 23/08/2025New short post: "Notes on AutoGrad" aschrein.github.io/jekyll/updat...aschrein.github.ioNotes on AutoGrad 000
Anton Schreiner @aschrein.bsky.social · 22/08/2025New short post: "Thinking about convolutions for graphics" aschrein.github.io/jekyll/updat...aschrein.github.ioThinking about convolutions for graphics 0147
Reposted by Anton SchreinerAnton Schreiner @aschrein.bsky.social · 18/06/2025Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...careers.amd.comGPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, IncAMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today! 0239
Reposted by Anton SchreinerJakub Boksansky @boksajak.bsky.social · 21/06/2025I 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... 182
Reposted by Anton SchreinerChristoph Peters @momentsingraphics.bsky.social · 21/06/2025All 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.org44-Issue 8High-Performance Graphics 2025 15224
Anton Schreiner @aschrein.bsky.social · 18/06/2025Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc. 050
Anton Schreiner @aschrein.bsky.social · 18/06/2025Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...careers.amd.comGPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, IncAMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today! 0239
Reposted by Anton SchreinerPema99 @pema99.bsky.social · 10/05/2025I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m... 1123655
Reposted by Anton SchreinerÉlie Michel @elie-michel.bsky.social · 30/04/2025Who 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. 3293
Reposted by Anton SchreinerJacco Bikker 🎦 @jbikker.bsky.social · 25/03/2025TIL. 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.comShadertoy 2303
Reposted by Anton SchreinerDihara Wijetunga @diharaw94.bsky.social · 05/03/2025@fcama.bsky.social and the other wizards from the FSR team should be very proud! 0705
Reposted by Anton SchreinerAlex Battaglia @dachsjaeger.bsky.social · 05/03/2025AMD'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 1927734
Reposted by Anton SchreinerJendrik Illner @jendrikillner.bsky.social · 03/03/2025Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic... 08524
Reposted by Anton SchreinerLea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 03/03/2025With 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. 281
Anton Schreiner @aschrein.bsky.social · 21/02/2025Same MLP applied in world space to learn lighting 110
Anton Schreiner @aschrein.bsky.social · 20/02/2025Ported my old WebGPU MLP image compressor toy to my new d3d12 framework aschrein.github.io/mlp_compress... 010
Reposted by Anton SchreinerIgnacio Castano @icastano.bsky.social · 20/02/2025I 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... 15218
Anton Schreiner @aschrein.bsky.social · 19/02/2025Got basic soft direct shadows going with blue noise eheitzresearch.wordpress.com/762-2/ 030
Reposted by Anton SchreinerBart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 19/02/2025I'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 813235
Anton Schreiner @aschrein.bsky.social · 18/02/2025Passing attributes to get basic diffuse shading 000
Anton Schreiner @aschrein.bsky.social · 18/02/2025Made a quick fp8 e4m3 plot aschrein.github.io/pages/fp8_pl... inspired by asawicki.info/articles/fp8... 141
Anton Schreiner @aschrein.bsky.social · 17/02/2025Got some basic gltf loading thx to github.com/lukas-shawfo... 000
Anton Schreiner @aschrein.bsky.social · 16/02/2025Hello Ray Tracing! Super cool that renderdoc has basic support these days. 070
Anton Schreiner @aschrein.bsky.social · 16/02/2025Always nice to see a familiar face for the first time on a new toy framework 010
Anton Schreiner @aschrein.bsky.social · 15/02/2025Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc. 182
Reposted by Anton Schreinersimstim @simstim-star.bsky.social · 06/12/2024Drawing a triangle with DirectX 12 using pure C github.com/simstim-star... #CProgramming #Gamedev #gamedevs #gamedevelopment #Programminggithub.comGitHub - simstim-star/DirectX12-HelloTriangle-in-C: Adaptation of the official DirectX12 HelloTriangle example using CAdaptation of the official DirectX12 HelloTriangle example using C - simstim-star/DirectX12-HelloTriangle-in-C 0132
Reposted by Anton SchreinerFrançois Guthmann @frguthmann.bsky.social · 02/12/2024Hey 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.ioRacy WebGPU tests 5166
Anton Schreiner @aschrein.bsky.social · 01/12/2024My team is hiring careers.amd.com/careers-home...careers.amd.comSenior GPU/ML Modelling Engineer in Warsaw, Poland | Advanced Micro Devices, IncAMD | Careers Home is hiring a Senior GPU/ML Modelling Engineer in Warsaw, Poland. Review all of the job details and apply today! 065
Reposted by Anton Schreinermamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 28/11/2024Behind 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... 49738
Reposted by Anton SchreinerBen Beilharz @engramm.ing · 28/11/2024Fresh 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. 184
Reposted by Anton SchreinerBart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 27/11/2024The 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". 17615
Reposted by Anton SchreinerBart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 21/11/2024Khronos 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.orgKhronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIAThe Khronos Group has announced the launch of the new Slang™… 15817
Reposted by Anton SchreinerShannon Woods 🦡🖥️👾 @shannonin3d.bsky.social · 21/11/2024Slang 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.orgSlang PlaygroundInteractive playground for experimenting with Slang shading language. Write, compile, and visualize shader code in real-time. 18427