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@dondragmer
dondragmer / PrefixSort.compute
Created January 20, 2021 23:32
An optimized GPU counting sort
#pragma use_dxc //enable SM 6.0 features, in Unity this is only supported on version 2020.2.0a8 or later with D3D12 enabled
#pragma kernel CountTotalsInBlock
#pragma kernel BlockCountPostfixSum
#pragma kernel CalculateOffsetsForEachKey
#pragma kernel FinalSort
uint _FirstBitToSort;
int _NumElements;
int _NumBlocks;
bool _ShouldSortPayload;
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active April 24, 2024 11:45
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@pzurita
pzurita / JobInterview.md
Created April 13, 2017 05:59
Notes on job interviews.

Introduction

Last week there was an interesting thread going on Twitter regarding job interviews. The range of responses went from helpful, to just plain blackmailing, and everything in between. Obviously this is a very sensitive topic since it involves different people (different backgrounds and biases) with different roles (candidate/interviewer/recruiter) with conflicting requirements (need to find the right people / provide opportunities to new comers in the industry / grow the company).

So here I’m going to make an attempt to boil down my own personal experience and opinion on the subject just as bullet points. If you want me to elaborate further in anything specific let me know.

Personal experience

Interviewed

Facts

  • I have taken many interviews. Some of them for full time positions, some to get hired as
Vex is a minimalistic markup language with the motto "form without meaning".
This is going to @italic=really hurt.
// @author: Per Vognsen
// @version: 1.3
The weather forecast for @date is @weather.
@list{
@TheRealMJP
TheRealMJP / Tex2DCatmullRom.hlsl
Last active April 9, 2024 08:41
An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
@rygorous
rygorous / gist:e0f055bfb74e3d5f0af20690759de5a7
Created May 8, 2016 06:54
A bit of background on compilers exploiting signed overflow
Why do compilers even bother with exploiting undefinedness signed overflow? And what are those
mysterious cases where it helps?
A lot of people (myself included) are against transforms that aggressively exploit undefined behavior, but
I think it's useful to know what compiler writers are accomplishing by this.
TL;DR: C doesn't work very well if int!=register width, but (for backwards compat) int is 32-bit on all
major 64-bit targets, and this causes quite hairy problems for code generation and optimization in some
fairly common cases. The signed overflow UB exploitation is an attempt to work around this.
@dwilliamson
dwilliamson / Doc.md
Last active April 23, 2023 14:17
Minimal Code Generation for STL-like Containers

This is my little Christmas-break experiment trying to (among other things) reduce the amount of generated code for containers.

THIS CODE WILL CONTAIN BUGS AND IS ONLY PRESENTED AS AN EXAMPLE.

The C++ STL is still an undesirable library for many reasons I have extolled in the past. But it's also a good library. Demons lie in this here debate and I have no interest in revisiting it right now.

The goals that I have achieved with this approach are:

@rygorous
rygorous / gist:2156668
Last active April 16, 2024 11:18
float->half variants
// float->half variants.
// by Fabian "ryg" Giesen.
//
// I hereby place this code in the public domain, as per the terms of the
// CC0 license:
//
// https://creativecommons.org/publicdomain/zero/1.0/
//
// float_to_half_full: This is basically the ISPC stdlib code, except
// I preserve the sign of NaNs (any good reason not to?)
@rygorous
rygorous / gist:2144712
Created March 21, 2012 05:20
half->float variants
// half->float variants.
// by Fabian "ryg" Giesen.
//
// I hereby place this code in the public domain.
//
// half_to_float_fast: table based
// tables could be done in a more compact fashion (in particular, can store tab2 in low word of tab1!)
// but something of a dead end since not very SIMD-friendly. pretty much abandoned at this point.
//
// half_to_float_fast2: use FP adder hardware to deal with denormals.