WebSep 28, 2014 · Update - There is a new post about an updated version of the algorithm listed here.. A few weeks ago, I saw Fabian Giesen’s Simple lossless(*) index buffer compression post (and the accompanying code on GitHub) and it made me think about a topic I haven’t thought about in a while, index buffer compression. A long time ago, at … WebOct 18, 2012 · rygorous (Fabian 'ryg' Giesen) · GitHub. Overview Repositories 35 Projects Packages Stars 4.
Magnetization Dynamics of Nanostructured Ferromagnetic Rings …
WebMay 24, 2013 · The faster method comes courtesy of Fabian Giesen (ryg of Farbrausch fame), who posted this to the MollyRocket forums years ago. Another derivation, yielding the same result, can be found here. In my SSE2 code path, the new method is about 35% faster than the original. Enjoy, and don’t forget to share this gem with other people! WebFeb 14, 2014 · Interleaved entropy coders. Fabian Giesen. The ANS family of arithmetic coders developed by Jarek Duda has the unique property that encoder and decoder are completely symmetric in the sense that a decoder reading bits will be in the exact same state that the encoder was in when writing those bits---all "buffering" of information is … birthday cake for 5 year old girl
A trip through the Graphics Pipeline 2011: Index The ryg blog
WebApr 20, 2024 · Fabian Giesen (@rygorous) twitter followers stats shows that the account has 14.5K followers count with 80064 Tweets. Track, analyse & audit your twitter account with followers projections in professionally audited report by … Webryg's Homepage. My real name is Fabian Giesen, but “ryg” is the name that's on most of the interesting stuff I've done, so what the hell. I'm a coder. I do demos in my spare time, and sometimes release useful code into the public domain if I think that's where it belongs. I've studied CS at the University of Bonn and wrote a Diploma Thesis ... WebJul 9, 2011 · If that’s okay with you, then here’s the index: Part 1: Introduction; the Software stack. Part 2: GPU memory architecture and the Command Processor. Part 3: 3D pipeline overview, vertex processing. Part 4: Texture samplers. Part 5: Primitive Assembly, Clip/Cull, Projection, and Viewport transform. Part 6: (Triangle) rasterization and setup. danish brussle srouts