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pixelhorse

Re:Video Vectorization on Monday July 20, 2020 @10:22AM (#23898121)
Most hand drawn animation wont't actually vectorize well, especially the ones from the hand drawn era, where every cel is a real painting:

https://caseantiques.com/item/lot-738-the-simpsons-animation...

Look at all that line detail. It creates subtle gradients in the final film, which don't readily transfer to vector graphics.

In this case, I think with some better pixel-based filtering before vectorization, they could've gotten a better result.

However, the much bigger problem is that the vast majority of animation uses paintings for backgrounds that aren't just solid lines and colors.

Re:Krita, OpenGL and Qt on Saturday July 18, 2020 @04:45AM (#23880037)
That's not possible, because the situation we have today is that proprietary APIs (D3D, Metal, CUDA) are pretty stable, whereas open APIs (OpenGL, Vulkan, OpenCL) are buggy or unsupported.
Re:Neural Supersampling for Real-Time Rendering on Saturday July 04, 2020 @05:27AM (#23731195)
They did publish a video on how it works, but I can't find it right now.

The inputs are similar:

https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/n...

In contrast to DLSS1, the output of the NN is not color values, but sampling locations and weights, to look up the color values from the previous low-resolution frames.

Re:Lights and Shadows on Wednesday July 01, 2020 @04:09PM (#23705938)
Delightful!
Re:Lights and Shadows on Wednesday July 01, 2020 @04:09PM (#23705932)
> Is it a real time ray tracer doing the rendering?

With these shapes, this can be solved analytically with the equations shown. If this was raytracing, you'd need a lot of rays for such a clean image.

Re:Xrdp: An open source RDP server on Thursday June 11, 2020 @07:00PM (#23494120)
A few years ago, I managed to build XRDP with RemoteFX enabled. This was the smoothest remote desktop I have ever experienced.

I couldn't replicate it a while later after an OS upgrade and I have since given up on it. Does anybody else have experience with this? Should I give it another try?

Re:Tensorflow 2.0 on Monday September 30, 2019 @09:44PM (#21121250)
AMD is great when it comes to raw compute power for the money.

However, AMD has a history of shipping poor OpenCL drivers, so everyone just went with what actually worked - NVIDIA.

Re:Why I Write Games in C (yes, C) on Saturday September 21, 2019 @05:18PM (#21037980)
> as an example point, the Go garbage collector clears heaps of 18gb in sub-millisecond latencies.

The trick here is to double the heap size, which would be completely unacceptable for a game that's making use of what the hardware offers.

Re:WebGPU and WSL in Safari on Thursday September 12, 2019 @03:25PM (#20955359)
Yes, thanks Apple. Vulkan is rather awful to use, compared to D3D12 and especially compared to Metal.

Metal, in my opinion, strikes the best balance between performance and low-level control.

With Vulkan the intention is that you have multiple codepaths for every vendor for good performance. This is way too much effort for an API that is already of little relevance.

I think that with AZDO-style extensions to OpenGL/WebGL you would've gotten 95% of the performance benefit without adapting a whole new rendering API (and shading language). Unfortunately, AMD could never get a proper OpenGL driver going so they pushed for Mantle which ultimately turned into Vulkan.