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  1. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  2. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  3. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  4. Finally renamed my project with the not very pleasant title pw-videomix to

    VJSynth

    A versatile moving-image synthesizer, based on #Vulkan and #RustLang

    gitlab.freedesktop.org/AdeptVe

    Thanks to all who helped!
    Will do some more updates in the coming days.

    #OpenSource #Visuals #VJ

  5. It was a long road to get here, but after much trial and error (mostly error), and then realizing my code was full of mistakes and I should install the #vulkan SDK for it's validation layer, I have finally got working 32bpp textures in my ray marching engine!
    Spent the better part of the evening devising a hopefully non-branchy procedural UV generator

    #3dgraphics #glsl

  6. It was a long road to get here, but after much trial and error (mostly error), and then realizing my code was full of mistakes and I should install the #vulkan SDK for it's validation layer, I have finally got working 32bpp textures in my ray marching engine!
    Spent the better part of the evening devising a hopefully non-branchy procedural UV generator

    #3dgraphics #glsl

  7. Bought Slay the Spire 2 yesterday and I'm really digging it so far! (is that the correct usage of 'digging'?)

    When I wanted to play it whilr traveling today, it insisted on using the dGPU of my Framework 16 and I was only able to play for like 45 minutes :(

    Currently I'm trying to figure out why it primarily runs on the iGPU but still keeps the dGPU active...

    #sts2 #slaythespire2 #FrameworkLaptop #vulkandriver

  8. Bought Slay the Spire 2 yesterday and I'm really digging it so far! (is that the correct usage of 'digging'?)

    When I wanted to play it whilr traveling today, it insisted on using the dGPU of my Framework 16 and I was only able to play for like 45 minutes :(

    Currently I'm trying to figure out why it primarily runs on the iGPU but still keeps the dGPU active...

    #sts2 #slaythespire2 #FrameworkLaptop #vulkandriver

  9. Zwei Fragen ;-)
    Warum kommt der Bericht zu rechtsextremer Gewalt erst später?
    Warum konnte nicht abgewartet werden, bis auch der vorliegt?
    zdfheute.de/politik/deutschlan
    Btw: Im Falle der #Vulkangruppen sollten wir weitere Ermittlungen abwarten. Spekulationen gießen nur Öl ins Feuer, Herr #Reul.

  10. Zwei Fragen ;-)
    Warum kommt der Bericht zu rechtsextremer Gewalt erst später?
    Warum konnte nicht abgewartet werden, bis auch der vorliegt?
    zdfheute.de/politik/deutschlan
    Btw: Im Falle der #Vulkangruppen sollten wir weitere Ermittlungen abwarten. Spekulationen gießen nur Öl ins Feuer, Herr #Reul.

  11. Zwei Fragen ;-)
    Warum kommt der Bericht zu rechtsextremer Gewalt erst später?
    Warum konnte nicht abgewartet werden, bis auch der vorliegt?
    zdfheute.de/politik/deutschlan
    Btw: Im Falle der #Vulkangruppen sollten wir weitere Ermittlungen abwarten. Spekulationen gießen nur Öl ins Feuer, Herr #Reul.

  12. Können die Vulkane der Eifel wieder erwachen? Dazu spricht Prof. Torsten Dahm vom @[email protected] am 4. März, 20 Uhr im H1 (Schlossplatz 46). In dem öffentlichen Vortrag stellt er erste wissenschaftliche Ergebnisse und neue Erkenntnisse über den Aufbau und Zustand der #Vulkane der Eifel vor.

    Wie gefährlich sind die Vulkan...

  13. Können die Vulkane der Eifel wieder erwachen? Dazu spricht Prof. Torsten Dahm vom @[email protected] am 4. März, 20 Uhr im H1 (Schlossplatz 46). In dem öffentlichen Vortrag stellt er erste wissenschaftliche Ergebnisse und neue Erkenntnisse über den Aufbau und Zustand der #Vulkane der Eifel vor.

    Wie gefährlich sind die Vulkan...

  14. Können die Vulkane der Eifel wieder erwachen? Dazu spricht Prof. Torsten Dahm vom @[email protected] am 4. März, 20 Uhr im H1 (Schlossplatz 46). In dem öffentlichen Vortrag stellt er erste wissenschaftliche Ergebnisse und neue Erkenntnisse über den Aufbau und Zustand der #Vulkane der Eifel vor.

    Wie gefährlich sind die Vulkan...

  15. Writing a post-processing shader to upscale my compute program output was a pretty decent experience in #vulkan. Just create a new pipeline using the same descriptor set layouts, drop in a float array as the framebuffer, sprinkle a few commands for dispatch and blammo! Finally a respectable FULL-HD™® experience. I really need to fix those glitchy too dark/light pixels though.

    #graphics #3dgraphics #compute

  16. Writing a post-processing shader to upscale my compute program output was a pretty decent experience in #vulkan. Just create a new pipeline using the same descriptor set layouts, drop in a float array as the framebuffer, sprinkle a few commands for dispatch and blammo! Finally a respectable FULL-HD™® experience. I really need to fix those glitchy too dark/light pixels though.

    #graphics #3dgraphics #compute

  17. Der Olympus Mons auf dem Planeten Mars ist der größte Vulkan unseres Sonnensystems. Er ist 22 km hoch und hat einen Durchmesser von fast 600 km.

    #Vulkan #Berg #Mars #Planet #Sonnensystem #Space #Weltraum #Geologie

    de.wikipedia.org/wiki/Olympus_

  18. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  19. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  20. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.

  21. So this is the first time I'm doing anything raw #Vulkan in #RustLang, and ash is actually nice to work with (save all the unsafe-ness). Coming from #wgpu, the biggest difference is of course having to take care of memory allocations and synchronization yourself (and that there is no alternative to render passes in wgpu yet). Instead of VMA (and its #Rust-wrapper vk_mem) I picked github.com/Traverse-Research/g, which is also used by wgpu's Vulkan and D3D12 backends.