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John Parsaie

@parsaie.bsky.social
253 followers 228 following 69 posts

Graphics at Infinity Ward Prev. Qualcomm Snapdragon, Unity

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Chips and Cheese @chipsandcheese.com.web.brid.gy · 19/09/2026
chipsandcheese.com
Qualcomm’s Adreno X2 GPU
Integrated GPUs have become a crucial component in recent laptop chips, thanks to a push for better graphics performance in ultraportable devices.
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Arseny Kapoulkine @zeux.io · 06/09/2026
bcantrill.dtrace.org/2026/09/05/t...
bcantrill.dtrace.org
The revolt of the reader | The Observation Deck
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John Parsaie @parsaie.bsky.social · 05/09/2026
< 1000 lines of code API surface, you have my attention
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Amélie Heinrich @dispatchgraph.bsky.social · 10/08/2026
I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!
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Mike Turitzin @miketuritzin.bsky.social · 30/07/2026
9/10 Reddit users agree - barycentric coordinates are useful. Thanks AI!
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Alex Mueller @lexdev.net · 20/05/2026
Very happy that we were able to finally share a closer look at Smolder in the latest @digitalfoundry.bsky.social video! It is a fully integrated volumetric renderer, and it enables volumetric shadows for every light in the entire game. You'll see a lot of Smolder effects in @007game.ioi.dk
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ceruleite.bsky.social @ceruleite.bsky.social · 15/07/2026
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
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Alex Tardif @longbool.bsky.social · 30/05/2026
The Cost of AI alextardif.com/AI.html
alextardif.com
Alex Tardif: Graphics Programmer
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John Parsaie @parsaie.bsky.social · 27/05/2026
Added basic USD import pipeline (curves, mesh, camera) in order to quickly author different scenarios in Blender. Will add light prim support, lightloop, and BSDFs before finally getting into The Techniques.
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John Parsaie @parsaie.bsky.social · 24/05/2026
Found some time to add viewport-aligned ribbons topology mode and (necessarily) MSAA for the hair rendering testbed.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 22/05/2026
The Minimal Retroreflective Microfacet Model jcgt.org/published/00...
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Christian Wolf @chriswolfvision.bsky.social · 05/05/2026
Who needs Netflix when all the drama is on Bluesky...
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John Parsaie @parsaie.bsky.social · 05/05/2026
Posted without comment, an excerpt from midcentury novelist William Gaddis, giving us the stream of consciousness of a man driven mad by the player piano.
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John Parsaie @parsaie.bsky.social · 20/04/2026
In case you ever wanted to hear me yap about native Windows ARM64 performance benefits, boy do I have a video for you youtu.be/kroO-WjdBhw?...
youtu.be
Native vs Emulated Performance on Windows on Snapdragon: Kingdom Come: Deliverance II
YouTube video by Qualcomm Developer
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Stefan Reinalter @molecularmusing.bsky.social · 17/04/2026
It's happening: Live++ on Linux, very very early Alpha. All credit for this goes to @maus-games.at from @mipumi.com who's working on this.
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nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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MAK @makramd.bsky.social · 10/04/2026
Introducing MinDXNN: MLP library for DirectX 12 gpuopen.com/learn/mindxn...
gpuopen.com
Introducing MinDXNN: MLP library for DirectX 12 - AMD GPUOpen
MinDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
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Miolith @miolith.bsky.social · 08/04/2026
They don't want you to know but this trick makes your app 10x faster
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Frixuu @frixuu.fyi · 04/04/2026
You've been permanently banned in CMake by Valve Anti-Cheat.
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John Parsaie @parsaie.bsky.social · 04/04/2026
Jolt Physics GPU-accelerated hair strands physics Saturday side-quest. Running on Apple Silicon w/ KosmicKrisp Vulkan drivers
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John Parsaie @parsaie.bsky.social · 01/04/2026
“Old, traditional compilers force the masses to follow a tight set of rules dreamt up by the bourgeoisie… Warnings and errors are of no use to the proletariat, who just want results. CCC boldly crushes type systems with revolutionary fervor…”
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John Parsaie @parsaie.bsky.social · 31/03/2026
Setting up a little VK testbed to survey the quality/perf tradeoffs of the various presented hair strands renderers in recent years. I'd like to hook it into the experimental Jolt Physics hair support at some point to also examine temporal stability in motion.
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Freya Holmér @freya.bsky.social · 26/03/2026
I'm almost there it's so pretty!! 😭 this is the first time I've made extensive use of complex numbers in shader code, which has been fun! it's an analytic 2D lighting system through piecewise conformal maps representing angular light/"sky" exposure, which means you get fully analytic penumbras!
a partially finished analytic 2D lighting solution, showing both the angular and radial component with a checkerboard pattern and color coding
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John Parsaie @parsaie.bsky.social · 18/03/2026
Superluminal coming soon to Linux? Hype
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Jiayin Cao @jiayincao.bsky.social · 06/03/2026
This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months. schedule.gdconf.com/session/stat...
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John Parsaie @parsaie.bsky.social · 01/03/2026
It has arrived
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John Parsaie @parsaie.bsky.social · 12/02/2026
This is insane.
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Alan Wolfe @demofox.bsky.social · 12/02/2026
Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen. I call it thirteen.h, inspired by the simplicity of the 13h days. Examples include a mandelbrot viewer and a playable mine sweeper game. github.com/Atrix256/Thi...
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Jorrit Rouwe @jrouwe.bsky.social · 10/01/2026
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
youtu.be
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
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John Parsaie @parsaie.bsky.social · 08/01/2026
Stepping through vkQueueSubmit until I get lost on a debug build of the RADV drivers.
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John Parsaie @parsaie.bsky.social · 30/12/2025
The other holiday project has been to write a from-scratch Multi-layer Perceptron and train it on the MNIST handwritten digit database. Currently just getting things into memory...
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John Parsaie @parsaie.bsky.social · 30/12/2025
I got tired of writing the same Vulkan + ImGui + GLFW application boilerplate, so I finally snapped and rolled it into a simple library for mine and your fast cross-platform prototyping enjoyment: github.com/parsaiej/Aule
github.com
GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping.
Simple cross-platform render context for rapid Vulkan prototyping. - GitHub - parsaiej/Aule: Simple cross-platform render context for rapid Vulkan prototyping.
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John Parsaie @parsaie.bsky.social · 21/12/2025
Concave area light whitepaper when?
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
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Arseny Kapoulkine @zeux.io · 30/09/2025
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
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baldurk @baldurk.bsky.social · 05/09/2025
RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements. Full release notes: github.com/baldurk/rend... Binary builds: renderdoc.org/builds
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John Parsaie @parsaie.bsky.social · 27/08/2025
Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)
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ceruleite.bsky.social @ceruleite.bsky.social · 26/08/2025
#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....
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Jeremy Laumon @jeremy.laumon.name · 20/08/2025
Downloading pre-compiled shaders on PC???? devblogs.microsoft.com/directx/intr...
media.tenor.com
a man in a suit and tie with his arms in the air and the words it 's happening
ALT: a man in a suit and tie with his arms in the air and the words it 's happening
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ceruleite.bsky.social @ceruleite.bsky.social · 09/08/2025
As the date for the 20th anniversary of Advances is coming, I realized some content was missing. Posted 2007 and 2008 courses online - check them out! advances.realtimerendering.com
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Arseny Kapoulkine @zeux.io · 09/06/2025
Probably the most important Vulkan update since dynamic rendering is live! docs.vulkan.org/features/lat...
docs.vulkan.org
VK_KHR_unified_image_layouts :: Vulkan Documentation Project
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Adam Sawicki @asawicki.info · 28/05/2025
I just published my new article: The Secrets of Floating-Point Numbers asawicki.info/articles/sec...
asawicki.info
The Secrets of Floating-Point Numbers
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John Parsaie @parsaie.bsky.social · 02/04/2025
Never building debug binaries again :) devblogs.microsoft.com/cppblog/cpp-...
devblogs.microsoft.com
C++ Dynamic Debugging: Full Debuggability for Optimized Builds - C++ Team Blog
Over the past 5 years, we’ve had many incredible opportunities to engage with game developers. From AAA studios to indie developers, the passion for slashing iteration times is significant. Amidst all...
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John Parsaie @parsaie.bsky.social · 29/03/2025
My next hobby path tracer will require an internet connection and draw random samples from www.random.org/decimal-frac... (/s)
random.org
RANDOM.ORG - Decimal Fraction Generator
This page allows you to generate random decimal fractions using true randomness, which for many purposes is better than the pseudo-random number algorithms typically used in computer programs.
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John Parsaie @parsaie.bsky.social · 29/03/2025
"Thus one nit is one lux per steradian is one candela per square meter is on lumen per square meter per steradian. Got it?" - Jim Kajiya (Annual reread of PBRT Radiometry chapter because I keep forgetting)
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Yining Karl Li @yiningkarlli.bsky.social · 24/03/2025
TIL that because the FFmpeg project has gained so much experience in hand-writing assembly code to provide huge speedups, they now are putting together a series of lessons for learning assembly: Vibe coding is fun and all, but this is probably a better use of time! github.com/FFmpeg/asm-l...
github.com
GitHub - FFmpeg/asm-lessons: FFMPEG Assembly Language Lessons
FFMPEG Assembly Language Lessons. Contribute to FFmpeg/asm-lessons development by creating an account on GitHub.
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jb @jbakergraphics.bsky.social · 13/02/2025
This rocks
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Kostas Anagnostou @kostasanagnostou.bsky.social · 10/01/2025
This is the amount of shader ISA code the compiler produces for a single atan2(). Avoid using it for time critical code.
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John Parsaie @parsaie.bsky.social · 03/01/2025
Well, it wound up taking nearly the rest of my holiday, but I finished adding multi-pass support to my image quality reference tool's ShaderToy input mode.
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John Parsaie @parsaie.bsky.social · 28/12/2024
Debugging multi-pass support at the moment, exposed an option to write the HLSL to disk with spirv-cross. We normally go straight from SPIR-V to DXIL for the cross compilation but it can be helpful to look at the intermediate HLSL to sort out some issues.
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