Viewing profile — darkpore
darkpore
HN member- Joined
- Sun, Apr 27, 2014, 12:04 AM UTC
- HN karma
- 16
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- 15 items
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About darkpore
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Recent public activity
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Comment #10230981
Same here...
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Comment #9989991
Pixar and Disney are different studios... The global illumination tech used on monsters university was just standard path tracing with physically-plausible sharers - the first time…
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Comment #9027771
Yep - you evidently didn't read mine as 165 k lines of c++ isn't exactly a small benchmark :) Anecdotal, but I've seen similar improvements over g++ in my code.
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Comment #9027770
Yep - you evidently didn't read mine as 165 k lines of c++ isn't exactly a small benchmark :) Anecdotal, but I've seen similar improvements over g++ in my code.
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Comment #9027532
Does it? http://imagine-rt.blogspot.co.uk/2014/12/c-compiler-benchmar...
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Comment #8820429
Would GeometryInstances go directly into an acceleration structure? Surely objects which point to the geometryinstance and each have a worldspace transform are what go in the scene…
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Comment #8819986
Rather ironically, Arnold's standard shader still has bugs meaning its Cook-Torrance microfacet model isn't completely energy conserving at glancing angles...
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Comment #8819170
Not the same version then? :)
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Comment #8787175
I guess that depends on your definition of 'easily' - you can provide custom allocator s fairly easily. What's more problematic are things like the memory usage patterns of std::ve…
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Comment #8247260
Games and other high performance users generally used to stay away from the STL. Sony had their own version of STL which addressed some of these issues.
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Comment #8246199
You can get around a lot of these issues by reserving the size needed up front, or using a custom allocator with std::vector. Not as easy, but still doable. The reallocation issue …
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Comment #8245776
Is there any plan to abstract away the need to handle drawing the widgets yourself, and provide layout functionality?
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Comment #8127510
lol - you're aware that most web browsers are written in C++?