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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
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
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
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.
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
🎯 ¡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
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
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
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
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