Viewing profile — lisyarus
lisyarus
HN member- Joined
- Mon, Oct 17, 2022, 7:36 AM UTC
- HN karma
- 116
- Public activity
- 25 items
- HN profile
- View on Hacker News ↗
About lisyarus
No profile information was provided.
Recent public activity
-
comment
Comment #46827288
Hi! Blog post author here. I have heard the "Computer Graphics from Scratch" book before, but I haven't read it myself, so it would be quite hard for me to plagiarize it. I guess s…
-
comment
Comment #42970790
Yep, it literally says that in the article
-
comment
Comment #42968638
Amazing resource, thank you!
-
comment
Comment #42968597
Amazing!
-
comment
Comment #42968596
Yeah I've seen it, no worries! :)
-
comment
Comment #42967092
Very cool! Based on the video you're also doing some hierarchical subdivisions?
-
comment
Comment #42965881
It's true that it makes it more complicated on the GPU side in general, but specifically in this scenario everything works out just fine, mostly because all updates effectively pin…
-
comment
Comment #42965537
Interesting, thanks! Is it kinda like the Gibbs phenomenon?
-
comment
Comment #42521375
It's not as much about experience as it is about trade-offs. I've worked a lot with Vulkan and it's an incredible API, but when you're working alone and you don't have the goal of …
-
comment
Comment #42517576
See my answer to artemonster above.
-
comment
Comment #42517570
I'm using WebGPU as a nice modern graphics API that is at the same time much more user-friendly and easier to use compared to e.g. Vulkan. I'm using a desktop implementation of Web…
-
comment
Comment #42516727
> It's a mega-kernel, so you'll get poor occupancy past the first bounce Sure! If you look into the to-do list, there's a "wavefront path tracer" entry :) > new origin should be al…
-
comment
Comment #42516715
Nope, this project is desktop-only
- comment
-
story
Show HN: I've made a Monte-Carlo raytracer for glTF scenes in WebGPU
This is a GPU "software" raytracer (i.e. using manual ray-scene intersections and not RTX) written using the WebGPU API that renders glTF scenes. It supports many materials, textur…
-
comment
Comment #42039645
Joker_vD obviously talks about the far plane, not the near plane
-
comment
Comment #42025574
Yep, I've seen this problem when testing locally on chrome, but I've no idea what that is. Reloading the page usually works.
-
comment
Comment #42025551
I will cover triangle clipping in part 5, and it's much less scary than it seems to be!
-
comment
Comment #33244808
That's for efficiency reasons: most streams have way more logic than just filling the array, which can hardly be represented in terms of "getting the next value", and loops are goo…
-
comment
Comment #33238056
True! But also my use case it quite different compared to GStreamer, and I don't really need all that metadata & introspection.
-
comment
Comment #33232887
It pretty much may be!
-
comment
Comment #33231308
Indeed, thanks!
-
comment
Comment #33230824
std::vector would definitely be the wrong choice, since I typically want to pass random subsections of random arrays to be filled by audio samples. std::span would be a good choice…
-
comment
Comment #33230786
The alternative that my older code used was int16, and it has way bigger precision issues (32-bit float has 23 bits of precision, and in16 has 15). Fundamentally audio samples are …
-
comment
Comment #33230771
Adding a whole new language (meaning compiler, packaging, libs, ecosystem) into my engine just for the audio lib which I _wanted_ to implement myself in the first place? No, thanks…