Senior Technical Engineer @ Squanch Games
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⚡️Using electricity to produce light @SunsetStudioCobrainfoldai.com Currently buildingJoined November 2023
This is so future-looking that it's insane (but fitting?) that it ended up coming from an AI image generation company.
One of the greatest technological movements of the future will be completely personalized, affordable medical diagnostic systems that can be installed in homes just like regular appliances, and this is a step in that direction.
Medical diagnostics should be completely personal and almost instantaneous to access.
The fact that you still need to go through 5 different appointments with 5 specialists spaced out across several weeks/months using equipment that is slow and costs hundreds of thousands of dollars -- which you ultimately frontload some of the cost for using insurance and deductibles -- just to get told to go get a prescription for X and eat more lettuce, is unnerving.
People really underestimate how vast outer space is.
We are sitting in a tiny rock that has already produced trillions of dollars worth of value with it's limited resources in just a few hundred years.
Imagine how much more value you can exploit in the vastness of space.
There is no hard cap. Companies that sell shovels for space exploration can break into quadrillion dollar markets in the next century or two.
People are treating SpaceX like a once in a lifetime opportunity.
But if you invest $11,000 today, SpaceX needs to reach $3.5 trillion just for you to make another $11,000.
For context, Microsoft's entire market cap right now is $2.858 trillion.
SpaceX needs to become larger
If you have a giant, high-poly mesh (for example some combined building or structural asset), this LODs up the entire thing as soon as you're within a few dozen meters due to the size, as opposed to something like Nanite which only LODs in the clusters of that mesh that need detail.
Isn't this just meshlet-based rendering with regular LODs? Nanite stitches intra-model meshlet LODs based on screen coverage, so the LODs are sort of mesh-independent.
This seems to be switching out wholesale LODs for meshes, with meshlet based rendering, which seems the same but the difference between this and Nanite is subtle yet important. x.com/hybridherbst/s…
Still need to fix UI element shadowing, but API is pretty straightforward. You can run these kinds of functions in a hot loop (immediate mode style) and frame-to-frame changes are properly handled by the backend
@alightinastorm Like try to fill in the really small gaps, crevices and creases with higher quality occlusion. Maybe a combination of GTAO + contact shadows + really good AO maps.
Curious why you're building HZB for CSMs. I assume you want some sort of shadow view occlusion culling but the moment you rasterize depth for a light-view cascade you already pay for a full depth raster pass, so why waste the full depth raster on HZB when you're going to do it again (even if not fully an all light-visible geo) once you use the HZB result to do the actual depth raster?
I think this would work even better in a virtual shadow maps implementation. You can coarsely cull tiles using a similar method and only use the resulting list for processing, so you end up paying for raster only on objects within dirty tiles of those frustum planes. Better if you can cull resulting meshes by cluster within the tile bounding planes.
Had meshlets already set up via an offline cooking step with meshoptimizer for a while, but then procrastinated on that to work on some other optimizations and a CVAR-like config system and some other QoL stuff 😅
Finally took some time to start hooking in the imported meshlets into a new viz. buffer pipeline. Still gotta work on frustum/occlusion culling for meshlets, setting up a CLAS for ray traversal and leveraging meshlets during the SVSM stages,
but this effectively collapses a ton of draw calls (per material + mesh) into a single viz. buffer raster pass and a single GBuffer resolve (from the viz. buffer), since Sundown already has a pseudo-bindless data setup for materials and textures, so it's not quite there but it's coming along 🤓
This is one of the best rising accounts on here. We need more completely delusional positivity in a world that is shattering from negativity on all sides.
Being a realist doesn't mean you need to be pessimistic about everything. You can still be a realist and a complete optimist at the same time.
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