Posts with #MetalAPI

#MetalAPI

Public posts on X that use #MetalAPI.

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  1. Gokhan Avkarogullari@gavkar
    @gavkar
    Some of the new things we are shipping this year with #MetalAPI (2): - Heaps support developer driven placement - Heaps can track resources - MacOS blit alignment rules are relaxed to match Apple GPUs - Improvement on resource usage - Well defined behavior for texture OOB access
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  2. Gokhan Avkarogullari@gavkar
    Some of the new things we are shipping this year with #MetalAPI (1) : - A new set of APIs for simplified GPU family handling - Indirect Command Buffers (ICB) for encoding compute workloads on the GPU - iOS gets PSO indirection for ICB - iOS gets range indirection for ICB
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  3. Gokhan Avkarogullari@gavkar
    @gavkar
    Some of the new things we are shipping this year with #MetalAPI (4): - 3D BC textures on all Mac GPUs - visibility buffer (aka occlusion query) size increased to 256K - sRGB view on non sRGB textures
    1617
  4. Gokhan Avkarogullari@gavkar
    @gavkar
    Some of the new things we are shipping this year with #MetalAPI (5): - MPS Ray Tracing BVH generation can be done on the GPU - MPS provides a denoiser for ray tracing - Metal memory debugger -iOS Simulator now supports Metal I am sure there are a bunch of other things I forgot.
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  5. Markus Moenig@MarkusMoenig
    Exploring a concept called #Fabricated where you can create 2D game assets via a procedural node system. Both for standalone repeatable tiles or whole levels. Think of it as something like Substance but specialized in pixel art. #metalapi
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    004
  6. Valence 3D@Valence3D
    Currently working on fixing path tracing bugs for super complex valence models! I must say, the metal frame debugger in XCode is a work of art as well! 3D Model by Keith Talbot #metalapi #raytracing #3D #3dartwork
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    10302.6K
  7. Kiriakos Gavras@Kiiiri7
    Did merging and recently pre-averaging. Currently blurring the radiance texture but it looks horrible so I will do it properly later on with interpolation between probes. Still not depth aware merging and that's probably coming next... #radiancecascades #metalapi
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    Kiriakos Gavras @Kiiiri7
    Loaded an emissive obj and the rays that intersect it are red. I'm using octahedral maps to store the radiance and the directions instead of lat/lon. I have tried visualizing the radiance textures by using the same intervals I used for 2D (see bellow) #metalapi #radiancecascades
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  8. Kiriakos Gavras@Kiiiri7
    Loaded an emissive obj and the rays that intersect it are red. I'm using octahedral maps to store the radiance and the directions instead of lat/lon. I have tried visualizing the radiance textures by using the same intervals I used for 2D (see bellow) #metalapi #radiancecascades
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    10132.9K
  9. Gokhan Avkarogullari@gavkar
    I’d like to give some details on what is new on the new A13 Bionic GPU and #MetalAPI besides the performance and power improvements (1/13)
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  10. Gokhan Avkarogullari@gavkar
    @gavkar
    We are also expending our Quad Group Functions, such as max, broadcast, all and others to operate at SIMD Group level. #MetalAPI (9/13)
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  11. Gokhan Avkarogullari@gavkar
    @gavkar
    We also prepared a sample/demo code for Metal in general and A13 GPU features. This is the demo we showed at WWDC. #MetalAPI (10/13)
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  12. Rasmus Rønn Nielsen@raroni86
    Still chipping away at my realtime GI prototype and I am really impressed with how well this thing performs on my Macbook Air M1. Everything is polygons and I use the #MetalAPI for tracing rays. Light is propagated through a world space surface cache with a final gather on top.
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    5182
  13. Gokhan Avkarogullari@gavkar
    @gavkar
    Some of the new things we are shipping this year with #MetalAPI (3) : - Texture custom swizzle - Texture sharing across processes - IOS texture binding number increased to 94 (from 32) - iOS varying limit increased to 124 - ASTC 3D support for recent Apple GPUs - 16 bit depth
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  14. Kiriakos Gavras@Kiiiri7
    Tracing rays with the #metalapi acceleration structure. I'm converting the deferred renderer to a path tracer for the thesis' needs. I would color with normals but I'm having a problem with the triangle resources.
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    106242
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