#rasterization

2025-02-21

Sparse Voxels Rasterization: Real-Time High-Fidelity Radiance Field Rendering
svraster.github.io/
#ycombinator #Sparse_Voxel #Voxel #Octree #Rasterization

2025-02-11
Hello everyone, I am new for here pixelfed

I am developing with #software #rasterization
RaccoonπŸ³οΈβ€πŸŒˆRaccoon@techhub.social
2024-11-12

Making the switch from the #Developer version to the #Game-ready version of my #Nvidia driver, as I am starting to worry that the intense focus on #AI may be hampering it's usefulness for #rasterization and other aspects of the #graphics and #modeling workflows I use it to accelerate. I was using the developer version for things like #Blender, #GIMP, #Unity, and occasional experiments in analytical #AI, but if it's only good for the last one, and #GenerativeAI at that, I don't see the point.

Will post if I have any thoughts on what the outcome is.

2023-11-05

I finally did some work on #FluidX3D again: I improved #rasterization performance with frustrum culling. Some of the rasterization kernels are especially heavy on VRAM bandwidth, like loading the velocity field to compute the Q-criterion isosurface on-the-fly. Frustrum culling is a guard clause that immediately exits the kernel for cells not in view of the camera, so unnecessary data is not loaded. πŸ––πŸ§
Full v2.10 update release notes: github.com/ProjectPhysX/FluidX

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst