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Pavel🥤🇺🇦

@reinsteam.bsky.social
121 followers 214 following 23 posts

author of zstdgpu Decompressor, working on graphics/rendering/gpu performance @Xbox ATG // prev: Final Fantasy XV and ATD @Square Enix, NHL and CTG @EA // Opinions are mine //🥤in 🇯🇵 // 日本語OK

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Reposted by Pavel🥤🇺🇦
Matt Henderson @matthen.com · 03/10/2026
Visualising the distribution of substrings in the genomes of different organisms. Going up to depth eight by recursively splitting into quadrants, we get these fractal-like pictures.
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Adam Sawicki @asawicki.info · 25/09/2026
I published online my 2 articles that have been published in Polish paper magazine "Programista" many years ago, in EN and PL version: - "Time Measurement in Game Programming" - "Writing Efficient C++ Code" Maybe a bit outdated, but maybe still useful? asawicki.info/news_1804_tw...
asawicki.info
Two articles: Time Measurement in Game Programming, Writing Efficient C++ Code
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Reposted by Pavel🥤🇺🇦
Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...
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Terence Tao @teorth.bsky.social · 11/09/2026
A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...
mathandai.org
Declaration — Math and AI
Read the declaration and add your name.
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Seamus Blackley @seamus.bsky.social · 09/09/2026
arxiv.org/html/2609.03...
arxiv.org
Large-Language Models as a Cognitive Virus
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Marc B. Reynolds @marc-b-reynolds.bsky.social · 10/08/2026
A post in which I claim it's no work at all to perform integer division in floating point. marc-b-reynolds.github.io/math/2026/08... #floatingpoint #optimization
code snippet from linked blog post
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MAK @makramd.bsky.social · 25/08/2026
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds research.zenseact.com/publications...
research.zenseact.com
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
TL;DR A differentiable ray tracer for novel view synthesis that renders faster than most rasterized splatting — 623 FPS on Mip-NeRF 360, 3.2× the fastest prior ray tracer and 2.8× 3D Gaussian Splatti...
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Reposted by Pavel🥤🇺🇦
ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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vectorware.com @vectorware.com · 10/08/2026
We are excited to announce that we can successfully use Rust's portable SIMD on the GPU. This has never been done before. www.vectorware.com/blog/simd-on... Supporting Rust's `core::simd` enables existing Rust code to work on the GPU and makes GPU programming more ergonomic.
vectorware.com
Rust SIMD on the GPU
GPU code can now use Rust's portable SIMD. We share the implementation approach and what this unlocks for GPU programming.
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Krzysztof Narkowicz @knarkowicz.bsky.social · 08/08/2026
It's great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: community.arm.com/cfs-file/__k...
community.arm.com
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Stephen Hill @selfshadow.com · 13/07/2026
EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/)
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rat @pikaboi.bsky.social · 02/07/2026
i'd like to present my argument against digital-only
rhythm heaven groove in its game box slotrhythm heaven dog behind the game box slot
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Ben Beilharz @engramm.ing · 06/07/2026
Pretty cool new sim work by TUM: www.youtube.com/watch?v=-1Tx... Paper: ge.in.tum.de/download/ST-...
youtube.com
SIGGRAPH'26: Spatiotemporal FLIP for Fast Free-Surface and Two-Phase Sims With Very Large Time Steps
YouTube video by Nils Thuerey
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Cem Yuksel @cemyuksel.com · 01/07/2026
Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social
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Arseny Kapoulkine @zeux.io · 30/06/2026
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
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Inigo Quilez @iquilezles.bsky.social · 27/06/2026
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
youtu.be
A function you cannot do without
YouTube video by Inigo Quilez
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Sidney @justsid.bsky.social · 27/06/2026
Probably the greatest bit of satire I’ve read in a long time: nesbitt.io/2026/06/26/i...
nesbitt.io
Incident Report: CVE-2026-LGTM
A series of unfortunate agents.
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Cem Yuksel @cemyuksel.com · 27/06/2026
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro...
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Shannon Woods 🦡🖥️👾 @shannonin3d.bsky.social · 24/06/2026
Do you like shaders? Do you hate shaders? Do you use shaders frequently? Khronos wants your tasty shader feedback. www.surveymonkey.com/r/LKWFQ3M
surveymonkey.com
2026 Shader Ecosystem Survey
Take this survey powered by surveymonkey.com. Create your own surveys for free.
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Christoph Kubisch @pixeljetstream.bsky.social · 24/06/2026
Khronos is running a survey on shading language usage www.surveymonkey.com/r/LKWFQ3M
surveymonkey.com
2026 Shader Ecosystem Survey
Take this survey powered by surveymonkey.com. Create your own surveys for free.
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Arseny Kapoulkine @zeux.io · 17/06/2026
New blog post! In "Zigzag decoding with AVX-512", we look at two different ways to possibly (caveat emptor) speed up various forms of zigzag decoding with AVX-512 functionality that isn't just "wider registers"! zeux.io/2026/06/17/z...
zeux.io
Zigzag decoding with AVX-512
I’ve been working on speeding up AVX-512 vertex decoding in meshoptimizer recently; in the process I stumbled upon two optimizations that I did not end up using but I thought they might be fun to writ...
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Cem Yuksel @cemyuksel.com · 11/12/2025
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/
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Soma @somartist.bsky.social · 17/06/2026
A dream was always to make a "cloud" tool. Now over the last 1-2 years I tried to build smth on and off. Now I made it work in the browser. WARNING! Depending on the settings it can take a lot of GPU power, so be careful. Only for people who know what they're doing. artbuddy.urlich.ch/cloudbox/
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Nikita Lisitsa @lisyarus.bsky.social · 15/06/2026
A bit silly blog post today: can you find a vector NOT orthogonal to a bunch of other vectors? Somehow the answer is deeper than it sounds lisyarus.github.io/blog/posts/c...
lisyarus.github.io
Can you find a vector not orthogonal to N others?
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Nikita Lisitsa @lisyarus.bsky.social · 09/06/2026
New blog post! Kinda math-heavy this time, but I wanted to share about this weirdly fascinating things called quiver representations that generalize stuff from basic linear algebra to wild unsolvable problems 🤩 lisyarus.github.io/blog/posts/q...
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Adam Sawicki @asawicki.info · 05/06/2026
Vulkan Memory Allocator new release 3.4.0 with many additions, improvements, and fixes. If you use code from the "master" branch, you already have them, but if you rely on the official Releases, you should upgrade. This one gathers >1 year of development. github.com/GPUOpen-Libr...
github.com
Release v3.4.0 · GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
Added file AGENTS.md for agentic AI. Added member VmaAllocationCreateInfo::minAlignment (#523). Remember to always fully initialize structures with zeros and don't rely on their specific sizeof to...
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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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Adam Sawicki @asawicki.info · 22/05/2026
I implemented multiple fixes & improvements in Vulkan/D3D12 Memory Allocator libraries, on my fork for now. If you use any of these, please give it a try so we validate they work fine before I turn them into official releases. github.com/sawickiap/Vu... github.com/sawickiap/D3...
github.com
GitHub - sawickiap/VulkanMemoryAllocator: Easy to integrate Vulkan memory allocation library
Easy to integrate Vulkan memory allocation library - sawickiap/VulkanMemoryAllocator
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Pema99 @pema99.bsky.social · 23/04/2026
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
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Markus Schütz @m-schuetz.bsky.social · 24/04/2026
New Paper🙂 Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures. Paper: github.com/m-schuetz/Cu... Source: github.com/m-schuetz/Cu...
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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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Arseny Kapoulkine @zeux.io · 02/04/2026
meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!
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Mikkel Gjoel @gjoel.bsky.social · 27/03/2026
I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :) github.com/jonasmr/demo...
image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.
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Minas Karamanis @minaskar.bsky.social · 30/03/2026
Hey, I wrote a thing about AI in astrophysics ergosphere.blog/posts/the-ma...
ergosphere.blog
The machines are fine. I'm worried about us.
On AI agents, grunt work, and the part of science that isn't replaceable.
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Don Williamson @donw.bsky.social · 01/04/2026
I have a brand spanking new "Loose Lexer/Parser" for C++ that can pull an entire AST from large code bases orders of magnitude faster than a compiler can. Got some good uses for that coming up!😍
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Brian Karis @briankaris.bsky.social · 15/03/2026
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...
graphicrants.blogspot.com
Nanite + Reyes
Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...
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ChristinaC.🏳️‍🌈🏳️‍⚧️ @christinacoffin.bsky.social · 23/04/2025
Another experimental custom vfx volume modifier for meshes + custom particle processor. selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor #gamedev #godotengine #vfx #rtvfx #wip
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Dominik Lazarek @domlaz.bsky.social · 05/03/2026
Our GPC 2025 talks are up on YT now! youtu.be/fXakIV1OFes?... youtu.be/mvCoqCic3nE?...
youtu.be
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
YouTube video by Graphics Programming Conference
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Pablo Zurita @pzurita.bsky.social · 05/03/2026
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions. irradiance.ca/posts/micros...
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
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FASTBuild @fastbuild.bsky.social · 22/02/2026
FASTBuild v1.19 has been released, including: * LightCache supports Clang & GCC for significantly faster cache operations * Support for Ctrl+F7 integration with Visual Studio * BFF syntax enhancements * Bug fixes Details: http:// fastbuild.org/docs/changelog.html Big thanks to all contributors!
fastbuild.org
FASTBuild - Change Log
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Krzysztof Narkowicz @knarkowicz.bsky.social · 14/02/2026
Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642
arxiv.org
Forget Superresolution, Sample Adaptively (when Path Tracing)
Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...
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Tzu-Mao Li @tzumaoli.bsky.social · 03/02/2026
I have procrastinated on writing so much that I wrote an entire document on writing tips: cseweb.ucsd.edu/~tzli/writin... Probably not much is new but I find I still need to repeat the same things to my students regularly. Will update this document over time hopefully.
cseweb.ucsd.edu
Writing tips
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nicebyte @nicebyte.bsky.social · 02/02/2026
this point came up in a discussion some months ago which made me realize that supporting proper lambdas in hlsl would mean this "anyhit shader" logic could be passed in as lambda and inlined with the "hidden" code that does bvh traversal. maybe that'll happen some day..
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Brian Karis @briankaris.bsky.social · 02/02/2026
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
graphicrants.blogspot.com
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
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Lionel Lemarié @hikey.org · 22/01/2026
This was a fun quick experiment: Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically. #rendeting #metalrt
Original: an old photo I took in the forest3D voxelized scene in the day.3D voxelized scene in the night.3D voxelized scene in the day with volumetric fog.
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Russ Cox @swtch.com · 19/01/2026
“Floating-Point Printing and Parsing Can Be Simple And Fast” The fastest known floating-point printer and parsing algorithms - fixed-width printing, shortest-width printing, and parsing, all in 400 lines of Go. research.swtch.com/fp research.swtch.com/fp-proof
research.swtch.com
research!rsc: Floating-Point Printing and Parsing Can Be Simple And Fast (Floating Point Formatting, Part 3)
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Kostas Anagnostou @kostasanagnostou.bsky.social · 12/01/2026
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
jcgt.org
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