#metalapi نتائج البحث
Working on Multipass (a metal shading language shadertoy for #macOS) again, stoked to share this app in a couple months #metalapi
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
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
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
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
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
Writing a path tracer has been one of the most satisfying things I've ever done. By no means is this done or will ever be done, but feels good to get a better understanding of how light works (direct & indirect) #metalapi #raytracing #pathtracing
I’m open to freelance work! If your company needs help w/ real-time rendering or doing 3D / #AR graphics related things with Apple’s #MetalAPI please consider supporting Satin or reaching out to me for consulting help! Here is a real-time render of a monkey #iOS #Swift #macOS #3D
Have you ever wondered what the connections of a #halfedge data structure looks like? Well look no further. #debugviewart #metalapi #swift #graphics
🎯 ¡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
🚀 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
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
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
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
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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