Nigel J W

Nigel J W

@nigeljw.bsky.social

GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm. My opinions do not represent any of my current or past employers.

80 followers74 following71 posts

An excellent guide for mobile graphics developers. I especially want to highlight the comment with regards to the side effect of using discard which disables early depth rejection, which is a very common practice, but often the implications are not well understood.

Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's Tile Based Rendering (TBR) best practices page is a great resource. Full guide: docs.vulkan.org/guide/latest... #Vulkan #GPU #Programming #GameDev

Nigel J W reposted

Nigel J W reposted

We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know 🧵 For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).

Nigel J W reposted

🔔We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and Technical Artist to join our team! 🌍 Remote-friendly & open to global candidates 🌐 Apply on LinkedIn: The Forge Interactive, Inc. 📧 Or email: wolf@theforge.dev #GameDev #GraphicsProgramming #TechnicalArtist #RemoteWork

Nigel J W reposted

Nigel J W reposted

🔼 Triangles may have won the hardware-acceleration rendering battle ... 🔼 ⏹️ ... but the method in our latest blog enables emulation of quadrilateral rasterization, through bilinear interpolation of quadrilateral vertices! ⏹️ See how it squares up: gpuopen.com/learn/biline...

gpuopen.comBilinear interpolation on a quadrilateral using Barycentric coordinatesA new algebraic method for hardware-accelerated bilinear interpolation on convex quadrilaterals is presented, using the Barycentric coordinate feature of modern GPUs.

Nigel J W reposted

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