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Triggered by ongoing AI boom and discussions surrounding it with regards to the nature of intelligence, consciousness and the mind, I made a silly little program (source at the end) over the weekend which, given an input image, tries to guess the exact va…
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Motivated by Federico Ponzi’s cool project Bare Metal Space Invaders, in which he’s implemented the classic Space Invaders in Rust on Raspberry Pi 3 system with minimal OS/kernel interaction, I implemented the game on my toy SoC Accellant to conclude the…
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Ever since I came across Tom Verbeure’s impressive project in which he’s implemented a real-time Whitted ray tracer on an FPGA, I had a burning desire to have a crack at something similar while adding a thing or two new on top of the idea.
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Feeling a lack of intuition about how a fixed-point implementation of a naturally floating-point algorithm would fare against native floating-point performance on modern GPUs, I set out to do a few simple experiments.
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I’ve been working with Vulkan API for quite a while now, so I wanted to compile a non-exhaustive list of things that I find are bad practices with regards to performance, functionality and validity for Vulkan workloads.
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I finally took the opportunity that comes disguised as a lazy Sunday to write down a quick’n dirty post on how one could convert a super simple scalar function to SIMD for those who want to experiment with SIMD but feel intimidated by all those nasty-look…
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If you followed along or just came across my Rasterization in One Weekend blog series without having actually compiled and run the demo workloads, you’d be in for a big surprise if I told you now how slow they turned out to be.
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Code for this part can be found here.
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Code for this part can be found here.
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Code for this part can be found here.