Tarun R
@rtarun0
CS Student who likes graphics programming :) Currently looking for jobs related to C++ / Graphics. http://rtarun9.github.io http://github.com/rtarun9/
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New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/gpu…
SUPER HYPE with the final cut of "GP-Direct 2025", a compilation video of 20 "from scratch" 3D graphics demos made WITHOUT the use of any off-the-shelf game engines. See what's *actually* possible with your own tech. youtube.com/watch?v=e9qK6E…
Intel Arc Graphics Developer Guide for Real-Time Ray Tracing in Games intel.com/content/www/us…
Me after trying mesh shaders (the geometry pipeline is so much simpler now)
GDC2025 presentations have appeared on GDC Vault: gdcvault.com/browse/gdc-25
Took less than an hour to reduce frame time from 45ms to 16ms. Optimization isn't always about making code smarter - sometimes it's about making the dumb code not dumb anymore ;) #cpp #programming
Relearning GP (after nearly 6 months) with Vulkan! Got this simple compute shader based gradient on the screen after following vkguide's chapter 2
We've been hard at work over on the Graphics Programming Discord server. I give you GP-Direct! A showcase of all the coolest bespoke technology for games and graphics, made by members of our community. Check it out! youtu.be/E07I1VRYlcg #graphics #gpdirect
youtube.com
YouTube
GP-Direct 2024 - Graphics Programming Showcase
rtarun9.github.io/blogs/async_co… Hey everyone! Following my recent post on my voxel engine, I've written a small blog that explains the Multithreaded Async/Future chunk meshing system I've integrated into my engine. #blog #graphics #directx12 #voxels
A small demo of my WIP voxel engine where I've decided to first heavily focus on the rendering 'tech' rather than techniques. Currently features an Async copy queue, Indirect rendering, GPU culling, reverse Z, bindless rendering, etc! (All in C++ / DX12). github.com/rtarun9/voxel-…
Spent a few hours debugging a problem in cuda, and turns out the output of printf("%d %d %d ", 1 << 11 , (int)round(pow(2, 11)), (int)pow(2, 11)); In the cuda kernel is 2048 2048 2047 😶
Started working on a new voxel engine! Got basic chunk loading / unloading done so far (rendering only 1 voxel per chunk in this demo). Next step : Procedural generation for terrain. (github.com/rtarun9/voxel-…)
Ray tracing in one weekend, real time cuda version. Currently the framebuffer is being copied each frame to the SDL surface, but I will soon use the Cuda-GL interop. The link (to repo + real time branch) : github.com/rtarun9/cuda-r… #raytracing #cuda #graphicsprogramming
I am now using (a very limited subset of) @ocornut dear imgui directly from HLSL :) This will allow so many more (and better!) debugging and stats!
I made an attempt at a Maths-free, qualitative introduction to ReSTIR for direct illumination, lots of pretty pictures. interplayoflight.wordpress.com/2023/12/17/a-g…
Current progress on implementing the Preetham sky model (DX12/HlSL) . Having some problems with the intensity (too high even with HDR / tonemapping) due to which in this video 0.05f is multiplied with the sky model output. Still have a long way to go 🙂
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