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  1. Embed this notice
    Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:45 JST Aras Pranckevičius Aras Pranckevičius
    in reply to
    • Bart Wronski 🇺🇦🇵🇸
    • demofox

    @BartWronski @demofox "What do you mean games already do robust temporal multi-frame super-resolution???" is funny. It goes the other way too though, like half of all the ECS stuffs within gamedev are along the lines of "ok so you've invented an extremely limited relational database, right" and they go "what's a relational database?" :)

    In conversation about a year ago from mastodon.gamedev.place permalink
    • Haelwenn /элвэн/ :triskell: likes this.
    • Embed this notice
      Bart Wronski 🇺🇦🇵🇸 (bartwronski@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:47 JST Bart Wronski 🇺🇦🇵🇸 Bart Wronski 🇺🇦🇵🇸
      in reply to
      • demofox

      @demofox @aras switching fields for almost 5y helped me a lot :) I would kind of recommend it to everyone (assuming they are ok with re-starting almost from scratch...). The terminology difference was funny ("what the hell is optical flow? oh, you mean motion vectors?"), but I contributed knowhow from games and graphics to some CV/ML research and camera products. :)
      "What do you mean games already do robust temporal multi-frame super-resolution???"

      In conversation about a year ago permalink
    • Embed this notice
      demofox (demofox@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:48 JST demofox demofox
      in reply to
      • Bart Wronski 🇺🇦🇵🇸

      @aras @BartWronski Yeah, Bart is a mensch haha. & I love that the best research comes from people that are well versed in both worlds.

      In conversation about a year ago permalink
    • Embed this notice
      Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:49 JST Aras Pranckevičius Aras Pranckevičius
      in reply to
      • Bart Wronski 🇺🇦🇵🇸
      • demofox

      @demofox @BartWronski which again is why I'm very happy for paper like this (and a handful of others) that "bring industries together". I think Bart mentioned it too, but many graphics people are blissfully unaware of most of signal processing things done by audio people, for example. It might be useful! (or it might not, lol)

      In conversation about a year ago permalink
    • Embed this notice
      Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:50 JST Aras Pranckevičius Aras Pranckevičius
      in reply to
      • Bart Wronski 🇺🇦🇵🇸
      • demofox

      @demofox @BartWronski definitely. But my point is, in gamedev (or generally outside of "research"), many of these things are not because someone wanted to find a theory; they are because someone wanted to save half a millisecond. I'm 99% sure stochastic mip sampling happened in gamedev only because of in a virtual texturing system manually doing full trilinear is very costly. Someone had an idea of random mip choice, and went "hey that does not look too bad!" and so it shipped.

      In conversation about a year ago permalink
    • Embed this notice
      demofox (demofox@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:52 JST demofox demofox
      in reply to
      • Bart Wronski 🇺🇦🇵🇸

      @BartWronski @aras artists are smarter than we give them credit for. I'm pretty sure incorrect lighting falloff was making up for the renders not being sRGB correct :P

      In conversation about a year ago permalink
    • Embed this notice
      Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:53 JST Aras Pranckevičius Aras Pranckevičius
      in reply to
      • Bart Wronski 🇺🇦🇵🇸

      @BartWronski your paper is a perfect blend of “proper literature” and “documenting gamedev practices” by the way. The latter is very often not well documented or even understood (I’m sure you are aware of a million reasons why :)). But it is curious that production environment sometimes stumbles upon actually sound theory by accident, without realizing it.

      In conversation about a year ago permalink
    • Embed this notice
      Bart Wronski 🇺🇦🇵🇸 (bartwronski@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:53 JST Bart Wronski 🇺🇦🇵🇸 Bart Wronski 🇺🇦🇵🇸
      in reply to

      @aras I had this observation in an older blog post of mine that artists manually sharpening mipmaps (which seemed like a gross hack) is actually an intuitive compensation for ugly bilinear filter and correct, best-fit optimization-based solution gives similar results :) https://bartwronski.com/2021/07/20/processing-aware-image-filtering-compensating-for-the-upsampling/

      In conversation about a year ago permalink

      Attachments


      1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/112/452/026/847/113/369/original/15545cd5d6268ffd.png
      2. Domain not in remote thumbnail source whitelist: bartwronski.com
        Processing aware image filtering: compensating for the upsampling
        from bartwronski
        This post summarizes some thoughts and experiments on “filtering aware image filtering” I’ve been doing for a while. The core idea is simple – if you have some “fixed” step at the…
    • Embed this notice
      Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:55 JST Aras Pranckevičius Aras Pranckevičius
      in reply to
      • Bart Wronski 🇺🇦🇵🇸

      @BartWronski there’s at least 10x effort (and prestige?) difference between a blog post and a GDC/Siggraph talk, but yes even a blog post is 1000x better than nothing. From personal experience though, “hey I found a gross hack!” the first instinct is to *not* write about it :) But of course you have no idea if your “gross hack” is actually a sensible application of a theory that has not been formulated yet.

      In conversation about a year ago permalink
    • Embed this notice
      Bart Wronski 🇺🇦🇵🇸 (bartwronski@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:56 JST Bart Wronski 🇺🇦🇵🇸 Bart Wronski 🇺🇦🇵🇸
      in reply to

      @aras Even if writing a full paper might seem intimidating and a ton of work (plus sometimes dealing with gatekeeping reviewers), GDC or Siggraph "Advances" presentations, blog posts, JCGT articles or arXiv tech reports are good enough to find and reference and much easier to write. :)

      In conversation about a year ago permalink
    • Embed this notice
      Bart Wronski 🇺🇦🇵🇸 (bartwronski@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:57 JST Bart Wronski 🇺🇦🇵🇸 Bart Wronski 🇺🇦🇵🇸
      in reply to

      @aras yes, we had a tech report with our initial findings and a ton of folks reported some great precedents in old games. We knew of all the academic literature, but game developers just use them and often not even report. :)
      The coolest example was this old Star Trek game and the first Unreal, we had no idea! This helped us a lot to contextualize our research. :)

      Game developers, please report your findings and even "hacks"! :)

      In conversation about a year ago permalink
    • Embed this notice
      Aras Pranckevičius (aras@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:58 JST Aras Pranckevičius Aras Pranckevičius
      in reply to
      • Bart Wronski 🇺🇦🇵🇸

      @BartWronski ah, I remember a year or two ago you were asking around about Unreal jittered sampling and other “strange” texture filtering approaches. Now we know where all that went! Really nice!

      In conversation about a year ago permalink
    • Embed this notice
      Bart Wronski 🇺🇦🇵🇸 (bartwronski@mastodon.gamedev.place)'s status on Friday, 17-May-2024 03:19:59 JST Bart Wronski 🇺🇦🇵🇸 Bart Wronski 🇺🇦🇵🇸
      • Matt Pharr
      • Marco Salvi

      I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with @mattpharr @marcosalvi and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

      In conversation about a year ago permalink

      Attachments


      1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/112/445/872/317/673/971/original/bbd6591ec1bb2f19.jpeg

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