Per chi non potesse vedere Facebook (I due post sono di Angelo Pesce, che potete trovare su Twitter come @kenpex):
Chi di link ferisce di link perisce
Part 1 - engineering
You might not know what ASCII really is...
https://garbagecollected.org/2017/01/31/four-column-ascii/
Texas Hold’em bot (DNN)
https://arstechnica.com/gaming/2017/01/robot-knows-when-to-hold-em-wins-huge-in-poker-tournament/
A great survey of compression methods
http://mattmahoney.net/dc/dce.html
Compile-time C with C++ constexpr
https://github.com/kw-udon/constexpr-8cc
Zelda’s design docs
https://www.nintendo.co.uk/News/2016/December/Take-a-look-behind-the-scenes-with-design-documents-from-The-Legend-of-Zelda–1169414.html
Do NOT use these
http://www.geeksforgeeks.org/top-10-algorithms-in-interview-questions/
P vs NP: a survey
http://www.scottaaronson.com/blog/?p=3095
Unicode is madness
https://manishearth.github.io/blog/2017/01/14/stop-ascribing-meaning-to-unicode-code-points/
Google’s security infrastructure
https://cloud.google.com/security/security-design/
The line of death (web security)
https://textslashplain.com/2017/01/14/the-line-of-death/
McGuire’s sample game in Pico-8
http://casual-effects.com/gamejam/brickbreakerp8/index.html
A few nice articles on data structures
Costs of Memory Allocation
Why large allocs can be slower then small ones
http://zeuxcg.org/2014/12/21/page-fault-queue/
https://randomascii.wordpress.com/2014/12/10/hidden-costs-of-memory-allocation/
related https://blogs.msdn.microsoft.com/oldnewthing/20170113-00/?p=95185
Great slides on Intel’s architecture
https://software.intel.com/en-us/blogs/2016/10/05/micro49-tutorial-on-intel-processor-graphics-microarchitecture-and-isa
The internals of PostgreSQL
https://news.ycombinator.com/item?id=13488315
A tourist guide to LLVM sourcecode
http://blog.regehr.org/archives/1453
Disable your AV software (written by an ex-mozilla engineer)
http://robert.ocallahan.org/2017/01/disable-your-antivirus-software-except.html
Linux performance profile/tuning
https://news.ycombinator.com/item?id=13498485
Chi di link ferisce di link perisce
Part 2 - rendering
Links for the weekend.
NVidia’s “lens matched shading” API (VR...)
https://developer.nvidia.com/lens-matched-shading-and-unreal-engine-4-integration-part-1
This is different than what AMD does, it employs a clever trick that hinges on a linear modification of w as a function of x,y
A retrospective of Apple’s Metal
http://zeuxcg.org/2016/12/01/metal-retrospective/
Related: Let’s close the buffer zoo
http://www.joshbarczak.com/blog/?p=1260
Stephanie Hurlburt’s collection of talks
http://stephaniehurlburt.com/talksworkshops/
Missed this, but apparently latest NSight supports DX12 (and Vulkan, plus other things)
https://developer.nvidia.com/nsight-visual-studio-edition-52-released-oculus-and-vulkan-support-direct3d-12-profiling-and-3
Hybrid fur rendering (volumetric/shells + strands)
http://www.imm.dtu.dk/~jerf/papers/hybrid_fur_lowres.pdf
FXGuide article series on facial R&D
Also these were interesting, from FXGuide:
Marc Reynolds has been on a roll lately with projections and mappings
Fourier interpolation (IQ)
https://www.shadertoy.com/view/4lGSDw
DNN corner:
Screen-space reflections in Killing Floor 2
https://sakibsaikia.github.io/2016/12/26/Screen-Space-Reflection-in-Killing-Floor-2.html
Few cute triks, especially the idea (not novel, but well illustrated) of using a depth pyramid to accelerate marching
Motion matching from Ubisoft.
Another presentation on their approximation of motion fields
http://www.gameanim.com/2017/01/24/motion-matching-future-gameplay-animation-today/
Hashed alpha (I3D17)
A simple idea, using alpha testing and alpha-to-coverage with randomized thresholds to avoid issues with disappearing thin features
http://cwyman.org/papers/i3d17_hashedAlpha.pdf
Depth linearization for arbitrary (non parallel) frustums
http://jcgt.org/published/0005/04/03/
Hacking the PS4.
Impressive, they wrote a CP disassembler!
https://fail0verflow.com/media/33c3-slides/#/
https://www.youtube.com/watch?v=-AoHGJ1g9aM
https://github.com/fail0verflow/radeon-tools/blob/master/f32/f32dis.py
http://www.siliconkit.com/pragmatic/RAI/bonaire.rai
AMD Shader compiler control API (gives control on async shader compilation)
http://gpuopen.com/ags-5-0-shader-compiler-controls/
AMD blog post on memory coalescing
http://gpuopen.com/gcn-memory-coalescing/
Bringing wide color to Instagram (iPhone 7)
https://engineering.instagram.com/bringing-wide-color-to-instagram-5a5481802d7d#.nypqstve2
HDR in Infamous Second Son
They use the ACES RRT, I still don’t know why that makes sense...
http://www.glowybits.com/blog/2017/01/04/ifl_iss_hdr_1/
http://www.glowybits.com/blog/2016/12/21/ifl_iss_hdr_2/
Voxel Based Realtime GI
Master’s thesis. Implementation and comparison of many different algorithms.
http://www4.di.uminho.pt/~arf/supervision/DanielGomesVoxelRendering.pdf
Mocap with sparse sensors (Disney research)
A strong prior corrects the mocap done with few, noisy sensors.
http://www.gameanim.com/2016/12/30/real-time-physics-based-motion-capture-sparse-sensors/
Procedural content generation in games
http://pcgbook.com/
History of RGB color model
http://www.gamasutra.com/blogs/AndreasBrinck/20161208/286891/History_of_the_RGB_color_model.php
Screen-space shadows & Z-writing POM
https://forum.unity3d.com/threads/wip-se-screen-space-shadows.441909/
Spherical Illuminance Composition for Real-Time Indirect Illumination
Master’s thesis. A fast radiosity-type algorithm
http://www.davidkuri.de/downloads/SIC-GI.pdf
Stingray (ex-bitsquid) renderer overview
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough.html
http://bitsquid.blogspot.ca/2017/02/stingray-renderer-walkthrough-2.html
Other stuff.