<https://github.com/schaban>
sergey.chaban@gmail.com
Thanks! Yeah, this one is supposed to be a very simple implementation for a kind of "how to write a machine code interpreter" tutorial, but I was looking to experiment with some optimizations if time permits. Patching…
Recently I wrote a simplistic RISC-V interpreter for educational purposes mostly, and a friend was benchmarking it against several scripting system in the context of game-character control routines. Well, it's quite…
Couple years ago was experimenting with portable OpenGL rendering, and, interestingly of all platforms I had to deal with the Web was the easiest target :) - thanks to the excellent emscripten largely. If interested,…
> I'm going to start learning graphics for the first time Vulkan is a quagmire of very low-level concepts, the danger of getting stuck in them and give up without learning anything is just too high. At the same time…
> No I mean do full software rendering, no shaders, no graphics card. But why? There doesn't seems to be a lot to learn about applied linear algebra (in the sense discussed here) by implementing a rasterizer. But there…
Well, to make an (imperfect) analogy with programming tools - Houdini is like Emacs, while Blender is more like Visual Studio. That is not to say that one is intrinsically better than the other, but for a…
Please let me recommend SideFX Houdini as an artistic (yet technical) tool to learn: https://www.sidefx.com (perhaps would be a kind of therapy in itself - it was for me long ago) > exploring toon shading Sounds…
> terrain generation in OpenGL Well, sounds like pretty interesting thing to do, so rewarding in itself maybe. Is it published on github or elsewhere? Also, as someone doing graphics programming mostly as a hobby, I…
He explains the carpet in the top comment under the video.
I came across a russian translation of Shahnamah several years ago, that was published in 1950-60s, and it's in rhyming verses unlike most other Western translations that mostly resort to prose approximations. Amazing…
Frank L. Holt's books on the subject are really interesting, "Into the land of bones" in particular.
Neat.. of course it seems obvious now, but that's funny - I'm Ukrainian and I think that without explicit explanation it would have never occurred to me to read, let alone pronounce it this way - the dot before the…
> at least tens of thousands of simulated AI agents Are you planning on displaying all/most of them every frame, or just to control that many of them, then draw those nearby/visible? If it's the former (but how…
> along the lines of Blender/Maya/Houdini That's very interesting indeed, but arent's these lines are way too blurry? That's why I'm using Houdini and not the other two. And even then, Houdini is not set in stone, there…
I often recommend this book, RTCD, as a "better intro to data structures and algorithms" (sometimes as "the best"). The advice often falls on deaf ears, unfortunately.
SSE has scalar instructions - like "addss", "subss" etc. These will be used by default (at O2 without vectorization enabled) for single-precision floating point math on x86-64 (where stack-based FPU is deprecated).…
> PREFETCH It's generated by GCC with "-fprefetch-loop-arrays", not supported in clang I believe.
> the compiler will never emit ... instructions like PSHUFB or PUNPCKxx These are most certainly generated by GCC from C++ code (no intrinsics and such) - can even provide an evidence in the form of a codebase with…
> sqlite ... 19x slower But is this a failing of wasm or the system glue layer, that for something like sqlite/web has to go through js/browser/etc? Yes, I understand the importance of real-life tests like this, but how…
> if the original uses highly-tuned x86 SIMD BTW, if there is a problem with the current WASM performance, it's probably SIMD. Again, based solely on my own benchmarks, exclusively in the area I'm interested in…
> 3-5x slower than native Depends on workload of course, but seems too pessimistic with the current state of WASM support. At least this is not what I'm seeing with the things I'm working on (graphics-related), when…
> what do YOU not like about arm? I find it difficult to read, it's aesthetics mostly, not necessary an architectural thing as such, the choice of mnemonics, why "ubfx", what's "rsb" - have to lookup these things…
Hm, as a counter-example, I learned assembly languages in this order - Z80, x86, 6502, ARM, SuperH, MIPS (then some more). SH and MIPS I like the most, not because of delay slots specifically, but I do like the concept.…
Removing lighting before object recognition may be a separate step, yes. But in this case it's just that their goal is to scan objects, shapes as such, and not intrinsic properties of their constituent materials (such…
These are just standard OBJ files with diffuse textures only and trivial material settings (all white). Additional there is some metadata that specifies that the same data is to be used as displayable model and…
Thanks! Yeah, this one is supposed to be a very simple implementation for a kind of "how to write a machine code interpreter" tutorial, but I was looking to experiment with some optimizations if time permits. Patching…
Recently I wrote a simplistic RISC-V interpreter for educational purposes mostly, and a friend was benchmarking it against several scripting system in the context of game-character control routines. Well, it's quite…
Couple years ago was experimenting with portable OpenGL rendering, and, interestingly of all platforms I had to deal with the Web was the easiest target :) - thanks to the excellent emscripten largely. If interested,…
> I'm going to start learning graphics for the first time Vulkan is a quagmire of very low-level concepts, the danger of getting stuck in them and give up without learning anything is just too high. At the same time…
> No I mean do full software rendering, no shaders, no graphics card. But why? There doesn't seems to be a lot to learn about applied linear algebra (in the sense discussed here) by implementing a rasterizer. But there…
Well, to make an (imperfect) analogy with programming tools - Houdini is like Emacs, while Blender is more like Visual Studio. That is not to say that one is intrinsically better than the other, but for a…
Please let me recommend SideFX Houdini as an artistic (yet technical) tool to learn: https://www.sidefx.com (perhaps would be a kind of therapy in itself - it was for me long ago) > exploring toon shading Sounds…
> terrain generation in OpenGL Well, sounds like pretty interesting thing to do, so rewarding in itself maybe. Is it published on github or elsewhere? Also, as someone doing graphics programming mostly as a hobby, I…
He explains the carpet in the top comment under the video.
I came across a russian translation of Shahnamah several years ago, that was published in 1950-60s, and it's in rhyming verses unlike most other Western translations that mostly resort to prose approximations. Amazing…
Frank L. Holt's books on the subject are really interesting, "Into the land of bones" in particular.
Neat.. of course it seems obvious now, but that's funny - I'm Ukrainian and I think that without explicit explanation it would have never occurred to me to read, let alone pronounce it this way - the dot before the…
> at least tens of thousands of simulated AI agents Are you planning on displaying all/most of them every frame, or just to control that many of them, then draw those nearby/visible? If it's the former (but how…
> along the lines of Blender/Maya/Houdini That's very interesting indeed, but arent's these lines are way too blurry? That's why I'm using Houdini and not the other two. And even then, Houdini is not set in stone, there…
I often recommend this book, RTCD, as a "better intro to data structures and algorithms" (sometimes as "the best"). The advice often falls on deaf ears, unfortunately.
SSE has scalar instructions - like "addss", "subss" etc. These will be used by default (at O2 without vectorization enabled) for single-precision floating point math on x86-64 (where stack-based FPU is deprecated).…
> PREFETCH It's generated by GCC with "-fprefetch-loop-arrays", not supported in clang I believe.
> the compiler will never emit ... instructions like PSHUFB or PUNPCKxx These are most certainly generated by GCC from C++ code (no intrinsics and such) - can even provide an evidence in the form of a codebase with…
> sqlite ... 19x slower But is this a failing of wasm or the system glue layer, that for something like sqlite/web has to go through js/browser/etc? Yes, I understand the importance of real-life tests like this, but how…
> if the original uses highly-tuned x86 SIMD BTW, if there is a problem with the current WASM performance, it's probably SIMD. Again, based solely on my own benchmarks, exclusively in the area I'm interested in…
> 3-5x slower than native Depends on workload of course, but seems too pessimistic with the current state of WASM support. At least this is not what I'm seeing with the things I'm working on (graphics-related), when…
> what do YOU not like about arm? I find it difficult to read, it's aesthetics mostly, not necessary an architectural thing as such, the choice of mnemonics, why "ubfx", what's "rsb" - have to lookup these things…
Hm, as a counter-example, I learned assembly languages in this order - Z80, x86, 6502, ARM, SuperH, MIPS (then some more). SH and MIPS I like the most, not because of delay slots specifically, but I do like the concept.…
Removing lighting before object recognition may be a separate step, yes. But in this case it's just that their goal is to scan objects, shapes as such, and not intrinsic properties of their constituent materials (such…
These are just standard OBJ files with diffuse textures only and trivial material settings (all white). Additional there is some metadata that specifies that the same data is to be used as displayable model and…