Dzmitry Malyshau

@kvark

Joined on Apr 1, 2019

  • Blade architecture Engine: API ECS hierarchy Vulkan composability +ergonomics
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  • Blade Lean and mean graphics API SVGF Temporal reprojection Variance accumulation and tracking A-trous filtering Go through the stages in UI.
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  • Blade Lean and mean graphics API. Roadmap Asset Pipeline? Support workflows: change asset -> see it in game load fast!
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  • Blade gfx, luminance, vulkano, wgpu, rafx, sierra ... Yet another graphics library? Motivation Case: Rusty Vangers 15 pipelines 7 pipeline layouts, 8 bind group layouts .. after removing GPU physics
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  • Choir Task Orchestration Framework Orchestration: the planning or coordination of the elements of a situation to produce a desired effect, especially surreptitiously Why? give: control flow (at macro level) get: free scaling (both perf and complexity)
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  • Baryon Flexible prototyping engine. slides: https://hackmd.io/@kvark/baryon Dzmitry Malyshau History Three-rs: Goals
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  • Intro Requirements: have resources that can be used on queues A and B, but not simultaneously initialized on A, then read in B (requires ownership transfer) reset in A (doesn't require transfer) resource is initialized in A, but then used in B and C There are resources that are "shareable" between all queues (VK_SHARING_MODE_CONCURRENT), and ones that need to be transferred (VK_SHARING_MODE_EXCLUSIVE).
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