[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/r9k/ - ROBOT9001


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


if teenage girls think im cool does that make me cool fr
>>
>>83083046
nah but it might make you a pedophile
>>
>>83083175
Are you even a man?
You care about PEDOPHILIA?
>>
>>83083175
can i be a cool pedophile
>>
>>83083046
if my wife lies about being a virgin im going to have a orgy where im the only guy and there is me and fifty eighteen yo women and i will pay all of them child support if they get knocked up or they can live in my house
>>
>>83083046
When I was in highschool there was a chick that looked exactly like that, real nympho whore, I should've pay for fuck the bitch or something as. she was a real whore.
>>
>>83083046
youre cool if you think youre cool. Like deep down honest to god think youre cool. Then you are cool
>>
>>83084278
Why do you look like a Mexican manlet version of Brendan Fraser
>>
File: Fraser .jpg (21 KB, 480x639)
21 KB
21 KB JPG
>>83084278
You even have the exact same face he makes
>>
>>83085637
>>83085605
A shader is a highly parallelized program executed on the GPU that operates within a constrained stage of the programmable graphics pipeline. Conceptually it is a data parallel kernel following the SIMT (Single Instruction, Multiple Thread) model, where each invocation processes an independent data element such as a vertex, pixel fragment, or compute work item. Shaders are expressed in domain specific languages such as GLSL, HLSL, WGSL, or compiled intermediate forms like SPIRV or DXIL, which the GPU driver JIT compiles into ISA optimized for the underlying microarchitecture. Each shader stage exposes its own input and output semantics, varying interpolants, and uniform memory bindings that map to descriptor sets or constant buffers. The GPU scheduler issues warps or wavefronts of shader invocations to execution units that perform fused multiply-add heavy workloads with extreme arithmetic intensity and minimal branching divergence. The goal of shader design is to maximize coherent memory access patterns, minimize register pressure, and fully utilize vector ALUs.
Modern shader programming extends beyond simple rasterization. The classical vertex and fragment stages are now complemented by geometry, tessellation, and compute shaders, as well as ray tracing pipelines consisting of ray generation, any-hit, closest-hit, and miss shaders. These units transform high-level scene representations into screen space samples or arbitrary GPU buffers through programmable, functionally pure transformations. In practice shaders implement transformations, lighting models, physically based rendering functions, GPGPU workloads, or neural inference kernels. Conceptually they define the functional mapping f(x,u,t) y, where x is local input data, u represents global uniforms, and t denotes textures or buffers. This makes shader systems a cornerstone of data parallel graphics computation, bridging real-time rendering, simulation, and general GPU compute paradigms
>>
>>83085912
So its all AI and you arent actually some Mexican manlet version of Brendan Fraser ? Sad .
>>
yes. teenage girls are the ultimate standard of cool
>>
>>83085942
Recent advances blur the line between classical programmable shaders and learned, data-driven shading: Neural Radiance Fields (NeRF) reframe view synthesis as differentiable volumetric rendering of a continuous 5D radiance-and-density function, showing that you can replace many traditional shading pipelines with a neural mapping queried along camera rays and optimized end-to-end from images; this paper kickstarted a large body of neural-shading work and clarified how volumetric integration and view-dependent emission can be treated as shader-like kernels executed at sample locations rather than at fixed pixels. _ Building on that, Instant Neural Graphics Primitives (instant-ngp) demonstrated that careful multiresolution hash encodings plus extremely small MLPs collapse the compute/memory tradeoff and enable near-instant training and real-time inference for neural primitives (NeRF, SDF, textured fields), effectively turning what used to be heavyweight, offline neural shading into a practical, low-latency shader replacement suitable for interactive renderers. _ Together these works forced shader architects to think in terms of learned encodings, memory layout of feature grids, and minimizing register/memory pressure for per-sample neural evaluations rather than only vector ALU throughput for analytic BRDF evaluation
>>
>>83085982
arXiv +1
arXiv +1
On the sampling and importance side, the past five years produced a family of reservoir-resampling and path-guiding algorithms that change how shading budgets are allocated across rays and samples. ReSTIR introduced spatiotemporal reservoir resampling to render high-quality dynamic direct illumination from millions of lights with very few shadow rays per pixel by maintaining compact reservoirs, doing temporal reuse and spatial voting, and therefore turning sampling selection into an online resampling shader-stage that feeds the shading kernel with high-value samples. _ Subsequent work generalized the theory (GRIS) to explain convergence under correlated reuse and extended ReSTIR ideas to indirect/multi-bounce sampling (ReSTIR-GI and world-space path resampling), which effectively move importance-sampling intelligence into pre-shader resamplers and path-guiders that operate across pixels and frames - i.e., shader pipelines now incorporate resampling layers that bias which rays the shading kernels actually evaluate, with provable variance properties. _ Finally, more recent real-time path-guiding techniques (for example bounding-voxel path guiding and other practical guiding schemes) and production optimizations (RTXDI, productized ReSTIR variants) close the gap between path-tracing quality and real-time budgets by changing where computation, memory and resampling state live (screen-space vs world-space, reservoir vs learned Mixture models), forcing shader designers to manage not only ALU/texture latency but also reservoir coherency, MIS weights across domains, and the cost of validation/propagation of resampled candidates. _
>>
>>83085982
Why are her titties so far apart ?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.