“Chi di link ferisce di link perisce”

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Chi di link ferisce di link perisce – part 1 – engineering

You might not know what ASCII really is…
https://garbagecollected.org/2017/01/31/four-column-ascii/

Texas Hold’em bot (DNN)
https://arstechnica.com/gaming/2017/01/robot-knows-when-to-hold-em-wins-huge-in-poker-tournament/

A great survey of compression methods
http://mattmahoney.net/dc/dce.html

Compile-time C with C++ constexpr
https://github.com/kw-udon/constexpr-8cc

Zelda’s design docs

https://www.nintendo.co.uk/News/2016/December/Take-a-look-behind-the-scenes-with-design-documents-from-The-Legend-of-Zelda–1169414.html

Do NOT use these
http://www.geeksforgeeks.org/top-10-algorithms-in-interview-questions/

P vs NP: a survey
http://www.scottaaronson.com/blog/?p=3095

Unicode is madness
https://manishearth.github.io/blog/2017/01/14/stop-ascribing-meaning-to-unicode-code-points/

Google’s security infrastructure
https://cloud.google.com/security/security-design/

The line of death (web security)
https://textslashplain.com/2017/01/14/the-line-of-death/

McGuire’s sample game in Pico-8
http://casual-effects.com/gamejam/brickbreakerp8/index.html

A few nice articles on data structures
Skip lists done right https://news.ycombinator.com/item?id=13210687
Robin Hood Hashing – Backward Shift for Deletions http://codecapsule.com/2013/11/17/robin-hood-hashing-backward-shift-deletion/
Ring buffers done right https://www.snellman.net/blog/archive/2016-12-13-ring-buffers/

Costs of Memory Allocation
Why large allocs can be slower then small ones
http://zeuxcg.org/2014/12/21/page-fault-queue/
https://randomascii.wordpress.com/2014/12/10/hidden-costs-of-memory-allocation/
related https://blogs.msdn.microsoft.com/oldnewthing/20170113-00/?p=95185

Great slides on Intel’s architecture
https://software.intel.com/en-us/blogs/2016/10/05/micro49-tutorial-on-intel-processor-graphics-microarchitecture-and-isa

The internals of PostgreSQL
https://news.ycombinator.com/item?id=13488315

A tourist guide to LLVM sourcecode
http://blog.regehr.org/archives/1453

Disable your AV software (written by an ex-mozilla engineer)
http://robert.ocallahan.org/2017/01/disable-your-antivirus-software-except.html

Linux performance profile/tuning
https://news.ycombinator.com/item?id=13498485

Four Column ASCII

garbagecollected.org
I found this gem on Hacker News the other day. User soneil posted to a four column version of the ASCII table that blew my mind. I just wanted to repost this here so it is easier to discover.

Chi di link ferisce di link perisce – part 2 – rendering

Links for the weekend.

NVidia’s “lens matched shading” API (VR…)
https://developer.nvidia.com/lens-matched-shading-and-unreal-engine-4-integration-part-1
This is different than what AMD does, it employs a clever trick that hinges on a linear modification of w as a function of x,y

https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/Lens_Matched_Shading_Unreal/img4.png

A retrospective of Apple’s Metal
http://zeuxcg.org/2016/12/01/metal-retrospective/
Related: Let’s close the buffer zoo http://www.joshbarczak.com/blog/?p=1260

Stephanie Hurlburt’s collection of talks
http://stephaniehurlburt.com/talksworkshops/

Missed this, but apparently latest NSight supports DX12 (and Vulkan, plus other things)
https://developer.nvidia.com/nsight-visual-studio-edition-52-released-oculus-and-vulkan-support-direct3d-12-profiling-and-3

Hybrid fur rendering (volumetric/shells + strands)
http://www.imm.dtu.dk/~jerf/papers/hybrid_fur_lowres.pdf

FXGuide article series on facial r&d
– Disney R&D https://www.fxguide.com/featured/face-me-part-3-high-end-faces-rd-from-disney-research/
– Digital avatars https://www.fxguide.com/featured/face-me-part-2-make-me-an-avatar-from-a-selfie/
– Texture from single photo https://www.fxguide.com/featured/face-me-part-1-photorealistic-facial-texture-from-a-single-still/
Also these were interesting, from FXGuide:
https://www.fxguide.com/featured/the-tech-of-pixar-part-1-piper-daring-to-be-different/
https://community.renderman.pixar.com/article/1736/piper-look-dev-hdri-collection.html

Marc Reynolds has been on a roll lately with projections and mappings
Cube/Cylinder/Ball mappings http://marc-b-reynolds.github.io/math/2017/01/27/CubeBall.html
Uniform random 3d rotations http://marc-b-reynolds.github.io/distribution/2017/01/27/UniformRot.html
Higher density uniform floats http://marc-b-reynolds.github.io/distribution/2017/01/17/DenseFloat.html
Square/Disc mappings http://marc-b-reynolds.github.io/math/2017/01/08/SquareDisc.html

Fourier interpolation (IQ)
https://www.shadertoy.com/view/4lGSDw

DNN corner:
A CNN trained to learn fluid dynamics http://cims.nyu.edu/~schlacht/CNNFluids.htm
DNN image approximation (just for fun) https://github.com/schenker/image-learner/
CNN for raster vectorization https://www.youtube.com/watch?v=4MfG9CDufPA

Screen-space reflections in Killing Floor 2
https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html
Few cute triks, especially the idea (not novel, but well illustrated) of using a depth pyramid to accelerate marching
img1

Motion matching from Ubisoft.
Another presentation on their approximation of motion fields
http://www.gameanim.com/2017/01/24/motion-matching-future-gameplay-animation-today/

Hashed alpha (I3D17)
A simple idea, using alpha testing and alpha-to-coverage with randomized thresholds to avoid issues with disappearing thin features

http://cwyman.org/papers/i3d17_hashedAlpha.pdf

Depth linearization for arbitrary (non parallel) frustums
http://jcgt.org/published/0005/04/03/

Hacking the ps4.
Impressive, they wrote a CP disassembler!

https://fail0verflow.com/media/33c3-slides/#/
https://www.youtube.com/watch?v=-AoHGJ1g9aM
https://github.com/fail0verflow/radeon-tools/blob/master/f32/f32dis.py
http://www.siliconkit.com/pragmatic/RAI/bonaire.rai

AMD Shader compiler control API (gives control on async shader compilation)
http://gpuopen.com/ags-5-0-shader-compiler-controls/
AMD blog post on memory coalescing
http://gpuopen.com/gcn-memory-coalescing/

Bringing wide color to Instagram (iphone7)
https://engineering.instagram.com/bringing-wide-color-to-instagram-5a5481802d7d#.nypqstve2
https://cdn-images-1.medium.com/max/800/1*H7xFtX_5sJfs60XzYqAJ7g.jpeg https://cdn-images-1.medium.com/max/800/1*eEXbEJmeggeSsuKLOr-rIA.png

HDR in Infamous Second Son
They use the ACES RRT, I still don’t know why that makes sense…
http://www.glowybits.com/blog/2017/01/04/ifl_iss_hdr_1/
http://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_2/

Voxel Based Realtime GI
Master’s thesis. Implementation and comparison of many different algorithms.
http://www4.di.uminho.pt/~arf/supervision/DanielGomesVoxelRendering.pdf

Mocap with sparse sensors (Disney research)
A strong prior corrects the mocap done with few, noisy sensors.
http://www.gameanim.com/2016/12/30/real-time-physics-based-motion-capture-sparse-sensors/

Procedural content generation in games
http://pcgbook.com/

History of RGB color model
http://www.gamasutra.com/blogs/AndreasBrinck/20161208/286891/History_of_the_RGB_color_model.php

Screen-space shadows & Z-writing POM
https://forum.unity3d.com/threads/wip-se-screen-space-shadows.441909/
[​IMG] [​IMG]
[​IMG]

https://twitter.com/h3r2tic/status/668565765512110080

Spherical Illuminance Composition for Real-Time Indirect Illumination
Master’s thesis. A fast radiosity-type algorithm
http://www.davidkuri.de/downloads/SIC-GI.pdf

Stingray (ex-bitsquid) renderer overview
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough.html
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough-2.html

Other stuff.

· Google’s Draco: compression for 3d meshes https://opensource.googleblog.com/2017/01/introducing-draco-compression-for-3d.html
· A small library to get a windows framebuffer going! https://github.com/emoon/minifb
· Inverse-transpose explained (again) https://gist.github.com/pervognsen/c6b1d19754c2e8a38b10886b63d7bf2d
· Tessellation modes quick reference http://reedbeta.com/blog/tess-quick-ref/
· Disk and cylinder bound box http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
· F-Lux, without distorting the colors too much… http://epa.psy.ntu.edu.tw/documents/2016/Shih_etal_2016.pdf

Lens Matched Shading and Unreal Engine 4 Integration Part 1

developer.nvidia.com
Lens Matched Shading (LMS) is one of the new technologies introduced along with the Pascal architecture, with the specific purpose of improving the performance and efficiency of Virtual Reality (VR) rendering.

:O alla faccia dei link

per coloro che i quali potesse interesserebbe thegiallo e io abbiamo ripubblicato il listone sul forum e già che c’eravamo l’abbiamo anche un pochino riordinato, engioi e grazie Angelo! http://forum.gameloop.it/d/156-chi-di-link-ferisce-di-link-perisce/2

“Chi di link ferisce di link perisce” – GameLoop

forum.gameloop.it
Texas Hold’em bot (DNN)https://arstechnica.com/gaming/2017/01/robot-knows-when-to-hold-em-wins-huge-in-poker-tournament/

Per chi non potesse vedere Facebook (I due post sono di Angelo Pesce, che potete trovare su Twitter come @kenpex):

Chi di link ferisce di link perisce

Part 1 – engineering

You might not know what ASCII really is…
https://garbagecollected.org/2017/01/31/four-column-ascii/

Texas Hold’em bot (DNN)
https://arstechnica.com/gaming/2017/01/robot-knows-when-to-hold-em-wins-huge-in-poker-tournament/

A great survey of compression methods
http://mattmahoney.net/dc/dce.html

Compile-time C with C++ constexpr
https://github.com/kw-udon/constexpr-8cc

Zelda’s design docs

https://www.nintendo.co.uk/News/2016/December/Take-a-look-behind-the-scenes-with-design-documents-from-The-Legend-of-Zelda–1169414.html

Do NOT use these
http://www.geeksforgeeks.org/top-10-algorithms-in-interview-questions/

P vs NP: a survey
http://www.scottaaronson.com/blog/?p=3095

Unicode is madness
https://manishearth.github.io/blog/2017/01/14/stop-ascribing-meaning-to-unicode-code-points/

Google’s security infrastructure
https://cloud.google.com/security/security-design/

The line of death (web security)
https://textslashplain.com/2017/01/14/the-line-of-death/

McGuire’s sample game in Pico-8
http://casual-effects.com/gamejam/brickbreakerp8/index.html

A few nice articles on data structures

Costs of Memory Allocation
Why large allocs can be slower then small ones
http://zeuxcg.org/2014/12/21/page-fault-queue/
https://randomascii.wordpress.com/2014/12/10/hidden-costs-of-memory-allocation/
related https://blogs.msdn.microsoft.com/oldnewthing/20170113-00/?p=95185

Great slides on Intel’s architecture
https://software.intel.com/en-us/blogs/2016/10/05/micro49-tutorial-on-intel-processor-graphics-microarchitecture-and-isa

The internals of PostgreSQL
https://news.ycombinator.com/item?id=13488315

A tourist guide to LLVM sourcecode
http://blog.regehr.org/archives/1453

Disable your AV software (written by an ex-mozilla engineer)
http://robert.ocallahan.org/2017/01/disable-your-antivirus-software-except.html

Linux performance profile/tuning
https://news.ycombinator.com/item?id=13498485


Chi di link ferisce di link perisce

Part 2 – rendering

Links for the weekend.

NVidia’s “lens matched shading” API (VR…)
https://developer.nvidia.com/lens-matched-shading-and-unreal-engine-4-integration-part-1
This is different than what AMD does, it employs a clever trick that hinges on a linear modification of w as a function of x,y

A retrospective of Apple’s Metal
http://zeuxcg.org/2016/12/01/metal-retrospective/
Related: Let’s close the buffer zoo
http://www.joshbarczak.com/blog/?p=1260

Stephanie Hurlburt’s collection of talks
http://stephaniehurlburt.com/talksworkshops/

Missed this, but apparently latest NSight supports DX12 (and Vulkan, plus other things)
https://developer.nvidia.com/nsight-visual-studio-edition-52-released-oculus-and-vulkan-support-direct3d-12-profiling-and-3

Hybrid fur rendering (volumetric/shells + strands)
http://www.imm.dtu.dk/~jerf/papers/hybrid_fur_lowres.pdf

FXGuide article series on facial R&D

Also these were interesting, from FXGuide:

Marc Reynolds has been on a roll lately with projections and mappings

Fourier interpolation (IQ)
https://www.shadertoy.com/view/4lGSDw

DNN corner:

Screen-space reflections in Killing Floor 2
https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html
Few cute triks, especially the idea (not novel, but well illustrated) of using a depth pyramid to accelerate marching

Motion matching from Ubisoft.
Another presentation on their approximation of motion fields
http://www.gameanim.com/2017/01/24/motion-matching-future-gameplay-animation-today/

Hashed alpha (I3D17)
A simple idea, using alpha testing and alpha-to-coverage with randomized thresholds to avoid issues with disappearing thin features
http://cwyman.org/papers/i3d17_hashedAlpha.pdf

Depth linearization for arbitrary (non parallel) frustums
http://jcgt.org/published/0005/04/03/

Hacking the PS4.
Impressive, they wrote a CP disassembler!
https://fail0verflow.com/media/33c3-slides/#/
https://www.youtube.com/watch?v=-AoHGJ1g9aM
https://github.com/fail0verflow/radeon-tools/blob/master/f32/f32dis.py
http://www.siliconkit.com/pragmatic/RAI/bonaire.rai

AMD Shader compiler control API (gives control on async shader compilation)
http://gpuopen.com/ags-5-0-shader-compiler-controls/
AMD blog post on memory coalescing
http://gpuopen.com/gcn-memory-coalescing/

Bringing wide color to Instagram (iPhone 7)
https://engineering.instagram.com/bringing-wide-color-to-instagram-5a5481802d7d#.nypqstve2

HDR in Infamous Second Son
They use the ACES RRT, I still don’t know why that makes sense…
http://www.glowybits.com/blog/2017/01/04/ifl_iss_hdr_1/
http://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_2/

Voxel Based Realtime GI
Master’s thesis. Implementation and comparison of many different algorithms.
http://www4.di.uminho.pt/~arf/supervision/DanielGomesVoxelRendering.pdf

Mocap with sparse sensors (Disney research)
A strong prior corrects the mocap done with few, noisy sensors.
http://www.gameanim.com/2016/12/30/real-time-physics-based-motion-capture-sparse-sensors/

Procedural content generation in games
http://pcgbook.com/

History of RGB color model
http://www.gamasutra.com/blogs/AndreasBrinck/20161208/286891/History_of_the_RGB_color_model.php

Screen-space shadows & Z-writing POM
https://forum.unity3d.com/threads/wip-se-screen-space-shadows.441909/

Spherical Illuminance Composition for Real-Time Indirect Illumination
Master’s thesis. A fast radiosity-type algorithm
http://www.davidkuri.de/downloads/SIC-GI.pdf

Stingray (ex-bitsquid) renderer overview
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough.html
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough-2.html

Other stuff.

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