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lisyarus

HN member
Joined
Mon, Oct 17, 2022, 7:36 AM UTC
HN karma
116
Public activity
25 items

About lisyarus

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Recent public activity

  1. 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…

  2. comment
    Comment #42970790

    Yep, it literally says that in the article

  3. comment
    Comment #42968638

    Amazing resource, thank you!

  4. comment
  5. comment
    Comment #42968596

    Yeah I've seen it, no worries! :)

  6. comment
    Comment #42967092

    Very cool! Based on the video you're also doing some hierarchical subdivisions?

  7. 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…

  8. comment
    Comment #42965537

    Interesting, thanks! Is it kinda like the Gibbs phenomenon?

  9. 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 …

  10. comment
    Comment #42517576

    See my answer to artemonster above.

  11. 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…

  12. 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…

  13. comment
    Comment #42516715

    Nope, this project is desktop-only

  14. comment
  15. 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…

  16. comment
    Comment #42039645

    Joker_vD obviously talks about the far plane, not the near plane

  17. 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.

  18. comment
    Comment #42025551

    I will cover triangle clipping in part 5, and it's much less scary than it seems to be!

  19. 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…

  20. 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.

  21. comment
    Comment #33232887

    It pretty much may be!

  22. comment
    Comment #33231308

    Indeed, thanks!

  23. 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…

  24. 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 …

  25. 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…