Anoop Ravi Thomas @createthematrix
Associate Principal Graphics Programmer @ Rockstar Games. ex Dreamworks. Max Payne 3, GTA 5, RDR 2, The Bad Guys. All tweets are personal opinions. createthematrix.blogspot.com San Diego, CA Joined March 2016-
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Sucks that a lot of folks in the games industry have been impacted by the layoffs 😟. Rockstar Games has a lot of open positions in all of our studios. I encourage folks affected to check them out here grnh.se/32305a733us
Highly recommend this if you’re writing hlsl/glsl. Just playing around with the order of code also yields different results. Always look at the final compiled assembly and compare during optimization. Also profile in a release build, not debug build
Highly recommend this if you’re writing hlsl/glsl. Just playing around with the order of code also yields different results. Always look at the final compiled assembly and compare during optimization. Also profile in a release build, not debug build
"How do Video Game Graphics Work?" This is cool video with some nice visualization that came out of nowhere few hours ago! youtube.com/watch?v=C8YtdC…
It’s been as awesome year for games 🙂but a horrible year for game devs 😔
King James has spoken!!
Hello @X, watch Grand Theft Auto VI Trailer 1
sharing this time with good feelings 🤩
Waiting for all the trailer breakdowns
We put a lot of hard work in to that trailer. Hope y’all love it.
Our trailer has leaked so please watch the real thing on YouTube: youtube.com/watch?v=QdBZY2…
Hype time !!
On vacation 🦃 or working 🧑💻 this week? Either way, if you (or someone you know) would like to get started with #graphics programming, the #AMD Game Engineering team is excited to share their top tips with you 🌟 gpuopen.com/learn/how_do_y…
The spray paint deaf side mission in spider man 2 was really awesome. Thank you @insomniacgames for that experience. And the rest of the game was awesome too :)
I’ve been a bit busy with this 😁. Super excited for the reveal!!
I’ve been a bit busy with this 😁. Super excited for the reveal!!
Is sqrt(a-b) where a-b=0, a nan on the GPU? A,b are passed in via a constant buffer. Plugging in sqrt(0) directly works fine as it’s evaluated at compile time. Noticed this behavior in one of my experiments.
János Turánszki @turanszkij
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240K Followers 441 Following fighting to create equitable markets for all. also have a small ppThe PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…
When using arrays of resources/bindless, it's worth paying attention to index divergence. Even if using thread divergent indices, the compiler will use the index from the first active thread to access a resource, for all threads in the wave, which can cause hard to find bugs 1/3
Noisy clouds test with Sharc. Cache also helps a lot for clouds. Here I use heuristics (found it through trial and error) to increase quality and speed without compromising visuals. Beautiful cloud VDBs from @samuel_krug @bunnylever and Disney cloud
It’s my 5th anniversary at Rockstar today and I just want to say I have the best coworkers, everyone showed up to celebrate 🥺🥺
First pass ReLAX style denoising done, featuring history reprojection, disocclusion fix, clamping to fast history, firefly suppression and atrous filtering. In this first unoptimised implementation, denoising of ReSTIR DI is almost as expensive as ReSTIR DI itself.
First draft adoption of imgui docking is working. Edits on my side made it tricky to get "captionless" windows and imgui viewport to coexist. There is still a lot I'd need to polish. Docking is black magic, so much code in the backend! Kudos to @ocornut for pulling that off!
@createthematrix You can read more about path space filtering here history.siggraph.org/wp-content/upl… and dl.acm.org/doi/abs/10.114… and nvlabs.github.io/fermat/_p_s_f_…
Updated my compute-shader-based 1M particle demo
Ok what’s going on??
Going above and beyond, the team behind Tchia pick up the BAFTA for Game Beyond Entertainment ✨ #BAFTAGamesAwards
Integrated new Nvidia Sharc cache into my path tracer. Works pretty well. Need to make a few tweaks for volumetrics but it's almost working
Warning: programming can give you carpal tunnel syndrome, do it at your own wrist
I'm rewatching HBO's Silicon Valley, and also following some stories of funding nightmares for some game devs. I've never taken funding from anyone, although I *have* published 4 games by others. My top tip? Don't take any fucking funding! Bootstrap it. Make a really low spec…
Caught up with life and haven't had time to write about my Open Image Denoise port to DirectML yet, but in the meantime I made this short frame breakdown gif of the OIDN passes that run on the GPU. Note: passes can output up to 112 channels and I only show 3 channels at a time
youtube.com/watch?v=Z_Dssj… My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.
“The only way we’re gonna get through this is by sticking together.” #NoPressure ign.com/articles/there…
I’ll be going to GDC for the first time to talk about our upcoming real-time SDF GI solution 🎉
🧵 Bring some sunshine to your #GDC24 afternoon with @diharaw94, as he shines a light on upcoming AMD FidelityFX Brixelizer & Brixelizer GI 🌞 He’ll also update you on the latest AMD #FidelityFX SDK news! 🗓️ Wed Mar 20 @ 2pm 📌 3001, West Hall schedule.gdconf.com/session/global… (6/8)
Let's try it then, ReSTIR DI with moving camera and lights. Not without artifacts but it performs better than I expected.
@KostasAAA Would be interested to see how it behaves with moving lights:)
With GDC coming up, thought I’d share our presentation from last year. gdcvault.com/play/1029339/T… The presentation is half philosophical and half technical. But ultimately about art and technology working together @martincontel @iryoku1