#metalapi 搜尋結果
Early alpha iPad shots of my procedural SDF modeler and renderer Render-Z for iOS / Mac. Workflows for both artists and developers (Visual Metal Editor!). Based on work of @iquilezles, @FabriceNEYRET and more. Testers needed! #metalapi #gamedev #shader #ipad #metal



Working on Multipass (a metal shading language shadertoy for #macOS) again, stoked to share this app in a couple months #metalapi
Check it out! I'm working on a point rasterization technique to outperform Apple's GPU hardware point rasterizer for iPhones and iPads. ~2-3 performance boost in some cases Far from complete, but it's starting to work. #scicomm #iosdev #metalapi #computergraphics
Path Tracing is so incredibly rewarding! Check out this translucent chair (modeled in Blender) & rendered in my custom gpu accelerated path tracer on MacOS. #metalapi #swift #metal3 #pbr #pathtracing #raytracing #gpu #m1max

Alpha mapping #MetalAPI if (map.a < 0.15f) { discard_fragment(); } else { return lightColor + texColor; }

Have you ever wondered what the connections of a #halfedge data structure looks like? Well look no further. #debugviewart #metalapi #swift #graphics
Still amazed by the performance of the new M1 Max, here I'm simulating reaction diffusion on a 64x64x64 3d texture 64 times a frame and rendering 262,144 cubes to visualize the process (all the while capturing frames @ 60 fps to make a gif) #gif #metalapi #design #art #form
#MetalAPI Cube. There are no lights yet, the shading is an illusion carefully crafted by picking the correct shades of white.


Spent this week working on a GPU based ray tracer with the native ray tracing API in Metal (adapted from the Apple Ray Tracing sample code) #metalapi #raytracing... this is literally just a hello world


Very grateful for the team / persons that works (and worked) on the GPU Frame Debugger in Xcode, it has saved me so much time and is super well designed. 😍🤓👏 #metalapi THANK YOU

🎯 ¡Ya es oficial! 3DMark llega a #macOS con soporte nativo #MetalAPI. Comparativas reales, benchmarks sin límites y modo explorador 🔥 Disponible gratis en Steam. #3DMark #AppleSilicon #benchmarks #gamers #tech 👇

3DMark now runs natively on macOS using Metal, removing iOS frame rate limits on powerful Macs. Benchmark results are comparable across platforms. ⚙️🖥️ tweaktown.com/news/105777/ul… #3DMark #macOS #MetalAPI
tweaktown.com
UL announces its 3DMark benchmark suite now runs natively on macOS, using Metal API
3DMark is now available for Apple macOS, includes the Wild Life Extreme, Solar Bay, and Steel Nomad Light benchmarks, running on Metal API.
🚀 Apple Silicon GPU power keeps soaring! M3 Ultra’s 80-core GPU hits a massive 259,668 Geekbench Metal score—over 8x faster than the original M1. See the full generational GPU performance breakdown: macnerd.xyz/apple-gpus-met… #AppleSilicon #GPUPerformance #MetalAPI #MacNerd

🎮 From M1 to M4 Max, every Apple chip brings big GPU gains—more cores, more bandwidth, and huge leaps for pro apps and gaming. Check the full Metal performance chart: macnerd.xyz/apple-gpus-met… #AppleGPU #MetalAPI #MacNerd

去年、MacBook Pro M4買った! このM4チップのレイトレーシングが強力でMetal APIで自作レンダリングツール開発中。 「レイトレ始めました」シリーズ始めます! #MetalAPI #レイトレーシング #3DCG
My #radiancecascades implementation is under this repo. I will probably continue working on it. Should be a good starting point if you want to get into SPWI :) Written in #metalapi github.com/Qirias/RC-SPWI
Depth aware with bilateral filtering and also proper interpolation for the final gather. Had to use a linear depth buffer for bilateral which also fixed another problem. Now I will either try the min/max probe placement or something else. #radiancecascades #metalapi
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
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
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
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
Will use latitude longitude subdivision to trace rays from the probes. In c0 there are 8 rays, c1 has 32 rays and so on. That way, when merging a cascade with the upper one eg. c0 with c1, every ray of c0 will have 4 rays from c1 to interpolate with. #metalapi #radiancecascades

Will use latitude longitude subdivision to trace rays from the probes. In c0 there are 8 rays, c1 has 32 rays and so on. That way, when merging a cascade with the upper one eg. c0 with c1, every ray of c0 will have 4 rays from c1 to interpolate with. #metalapi #radiancecascades

Probe placement using a min max depth buffer. Just drawing them first to make sure they're placed correctly. #metalapi
Probe placement using a min max depth buffer. Just drawing them first to make sure they're placed correctly. #metalapi
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.

v1.2.6 of @Valence3D features a new "trim by plane" command that allows for quick and easy mesh slicing. Proud of this minimal interface for setting the trimming plane. I resisted the urge to over design this because its a small feature. #swiftui #metalapi #3dmodeling #shaders


Another from my vintage 2021 collection of random gfx experiments - 3D texture compute + cubes #metalapi
Would you learn Metal API even if you’re not a graphics programmer? #iOSDevelopment #MetalAPI #SwiftLang #GPUProgramming #AppleDeveloper #TechLearning #SwiftUI #CodingLife
I spent time recently to re-derive a perspective projection matrix (with reverse-z) for #MetalAPI. Its crazy to see it wrong in so many places online. ChatGPT got it wrong and couldn't figure out how to do it. I learned that it doesn't actually know add or do math properly
Just made a little simulation using my little rendering library. It’s 3D! Here is a perspective shot! #metalapi
It's a nice grading of Tesla ♥️ But what if I'd like to expose a particular shade of red even more? Or keep it dark? Or make it shine by increasing the amount of white? Playing with color grading in #swiftui and #metalapi #luts #colorgrading #postproduction #photoediting
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 ktalbot.co.uk #metalapi #raytracing #3D #3dartwork


A R C S — Stills #metalapi #proceduralart #arcs #visualization #dataviz #generative #shaders #macos #screensaver #creativecoding #codeart syedrezaali.com/store/arcs-scr…




Since Twitter video compression is horrible, I'm finally figuring out how to do this #GIF thing :) #metalapi #perfectloop
Early alpha iPad shots of my procedural SDF modeler and renderer Render-Z for iOS / Mac. Workflows for both artists and developers (Visual Metal Editor!). Based on work of @iquilezles, @FabriceNEYRET and more. Testers needed! #metalapi #gamedev #shader #ipad #metal




Working on Multipass (a metal shading language shadertoy for #macOS) again, stoked to share this app in a couple months #metalapi
Alpha mapping #MetalAPI if (map.a < 0.15f) { discard_fragment(); } else { return lightColor + texColor; }


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