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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

MarkusMoenig's tweet image. 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
MarkusMoenig's tweet image. 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
MarkusMoenig's tweet image. 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

V A P O R | V O L U M E # 1 #metalapi

rezaali's tweet image. V A P O R  |  V O L U M E  # 1  #metalapi

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

rezaali's tweet image. 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

Multiple lights with per fragment shading #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


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

rezaali's tweet image. 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
rezaali's tweet image. 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

rezaali's tweet image. 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

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


How about adding a🔦 to the scene? Still not perfect but getting there #MetalAPI


And now for something completely different, here’s a triangle baked with #MetalAPI

chunkyguy's tweet image. And now for something completely different, here’s a triangle baked with #MetalAPI

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


#MetalAPI Cube. There are no lights yet, the shading is an illusion carefully crafted by picking the correct shades of white.

chunkyguy's tweet image. #MetalAPI Cube. 

There are no lights yet, the shading is an illusion carefully crafted by picking the correct shades of white.
chunkyguy's tweet image. #MetalAPI Cube. 

There are no lights yet, the shading is an illusion carefully crafted by picking the correct shades of white.

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

rezaali's tweet image. 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

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

rezaali's tweet image. Writing a path tracer has been one of the most satisfying things I&apos;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 &amp;amp; indirect) #metalapi #raytracing #pathtracing
rezaali's tweet image. Writing a path tracer has been one of the most satisfying things I&apos;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 &amp;amp; indirect) #metalapi #raytracing #pathtracing
rezaali's tweet image. Writing a path tracer has been one of the most satisfying things I&apos;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 &amp;amp; indirect) #metalapi #raytracing #pathtracing

git commit -m 'fixed immersive rendering on vision pro' #visionpro #metalapi


🎯 ¡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 👇

HardwarePremium's tweet image. 🎯 ¡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

wpverse's tweet image. 🚀 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

wpverse's tweet image. 🎮 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

Kiiiri7's tweet image. 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

Kiiiri7's tweet image. 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.

Kiiiri7's tweet image. Tracing rays with the #metalapi acceleration structure. I&apos;m converting the deferred renderer to a path tracer for the thesis&apos; needs. I would color with normals but I&apos;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

rezaali's tweet image. v1.2.6 of @Valence3D features a new &quot;trim by plane&quot; 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
rezaali's tweet image. v1.2.6 of @Valence3D features a new &quot;trim by plane&quot; 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


When an iOS dev bravely dives into Metal for the first time... 🎨💀 #iOSDev #MetalAPI #DevStruggles

aledeb3_'s tweet image. When an iOS dev bravely dives into Metal for the first time... 🎨💀 #iOSDev #MetalAPI #DevStruggles

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

Valence3D's tweet image. 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

MarkusMoenig's tweet image. 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
MarkusMoenig's tweet image. 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
MarkusMoenig's tweet image. 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

This is Arcs, a macOS screen saver I made in 2020 with metal and swift. Download it for free: buff.ly/3o5M5br . . . #metalapi #proceduralart #arcs #visualization #dataviz #generative #shaders #macos #screensaver #creativecoding #codeart #swift #vfx

rezaali's tweet image. This is Arcs, a macOS screen saver I made in 2020 with metal and swift. Download it for free: buff.ly/3o5M5br
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#metalapi #proceduralart #arcs #visualization #dataviz #generative #shaders #macos #screensaver #creativecoding #codeart #swift #vfx

V A P O R | V O L U M E # 1 #metalapi

rezaali's tweet image. V A P O R  |  V O L U M E  # 1  #metalapi

Since Twitter video compression is horrible, I'm finally figuring out how to do this #GIF thing :) #metalapi #perfectloop


Per vertex shading #MetalAPI

chunkyguy's tweet image. Per vertex shading #MetalAPI
chunkyguy's tweet image. Per vertex shading #MetalAPI

Teapot #MetalAPI ✅ Load mesh from a file


Working on Multipass (a metal shading language shadertoy for #macOS) again, stoked to share this app in a couple months #metalapi


Multiple lights with per fragment shading #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

rezaali's tweet image. Path Tracing is so incredibly rewarding! Check out this translucent chair (modeled in Blender) &amp;amp; rendered in my custom gpu accelerated path tracer on MacOS. #metalapi #swift #metal3 #pbr #pathtracing #raytracing #gpu #m1max

Just tried @warrenm #gltf viewer written with #metalAPI, it's impressive, good job !

Sumenia's tweet image. Just tried @warrenm #gltf viewer written with #metalAPI, it&apos;s impressive, good job !

I watched DUNE three times, super inspired by all the spice. #metalapi


How about adding a🔦 to the scene? Still not perfect but getting there #MetalAPI


And now for something completely different, here’s a triangle baked with #MetalAPI

chunkyguy's tweet image. And now for something completely different, here’s a triangle baked with #MetalAPI

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