Anton Schreiner
@aschrein.bsky.social
📤 112
📥 179
📝 28
New short blog post: "Running AutoGrad on GPU"
aschrein.github.io/jekyll/updat...
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Running AutoGrad on GPU
https://aschrein.github.io/jekyll/update/2025/08/30/autograd_to_gpu.html
about 2 months ago
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New short blog post: "Image encoding using AutoGrad"
aschrein.github.io/jekyll/updat...
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Image encoding using AutoGrad
https://aschrein.github.io/jekyll/update/2025/08/29/ext_autograd_img_compress.html
about 2 months ago
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New short blog post: "Adding MLP support to AutoGrad"
aschrein.github.io/jekyll/updat...
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Adding MLP support to AutoGrad
https://aschrein.github.io/jekyll/update/2025/08/28/ext_autograd_to_mlp.html
about 2 months ago
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New short blog post: "Adding tensor support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...
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Adding tensor support to the toy AutoGrad
https://aschrein.github.io/jekyll/update/2025/08/26/ext_autograd_to_tensors.html
about 2 months ago
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New short blog post: "Adding vector support to the toy AutoGrad"
aschrein.github.io/jekyll/updat...
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Adding vector support to the toy AutoGrad
https://aschrein.github.io/jekyll/update/2025/08/24/ext_autograd_to_vectors.html
about 2 months ago
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New short post: "Notes on AutoGrad"
aschrein.github.io/jekyll/updat...
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Notes on AutoGrad
https://aschrein.github.io/jekyll/update/2025/08/23/compute_graph.html
about 2 months ago
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New short post: "Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...
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Thinking about convolutions for graphics
https://aschrein.github.io/jekyll/update/2025/08/22/conv_for_gfx.html
about 2 months ago
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Anton Schreiner
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote.
careers.amd.com/careers-home...
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GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
https://careers.amd.com/careers-home/jobs/63642
4 months ago
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Anton Schreiner
Jakub Boksansky
4 months ago
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here:
diglib.eg.org/bitstream/ha...
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Anton Schreiner
Christoph Peters
4 months ago
All HPG 2025 papers are now available on the EG digital library. CGF papers:
diglib.eg.org/handle/10.23...
Conference papers:
diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
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44-Issue 8
High-Performance Graphics 2025
https://diglib.eg.org/handle/10.2312/3607201
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Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.
add a skeleton here at some point
4 months ago
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Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote.
careers.amd.com/careers-home...
loading . . .
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
https://careers.amd.com/careers-home/jobs/63642
4 months ago
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Anton Schreiner
Pema99
5 months ago
I wrote a blog post about mipmap level selection.
pema.dev/2025/05/09/m...
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Anton Schreiner
Élie Michel
6 months ago
Who would be interested in a version of
#RenderDoc
that captures and replays calls to the
#WebGPU
API (rather than calls to the underlying DirectX/Vulkan/Metal API)? This is an early test that only lists the API calls, but already promissing! Will share when usable.
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Anton Schreiner
Jacco Bikker 🎦
7 months ago
TIL. I've been using Moeller-Trumbore's ray/tri intersection almost everywhere, for ages. It includes several culling tests, including: u<0, v<0, u>1, u+v>1. Then I encountered this Shadertoy yesterday:
www.shadertoy.com/view/wlsfRs
This one skips the test for u>1. Which totally makes sense now.
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Shadertoy
https://www.shadertoy.com/view/wlsfRs
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Anton Schreiner
Dihara Wijetunga
7 months ago
@fcama.bsky.social
and the other wizards from the FSR team should be very proud!
add a skeleton here at some point
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Anton Schreiner
Alex Battaglia
7 months ago
AMD's machine learning powered FSR4 on RNDA4 is a monumental leap forward for its GPU division. FSR4 thoroughly obliterates FSR3 making it so that having an AMD GPU no longer means compromising on IQ. But how does it compare to DLSS old and new? Find out in my video!
youtu.be/nzomNQaPFSk
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Anton Schreiner
Jendrik Illner
8 months ago
Graphics Programming weekly - Issue 381 - March 2nd, 2025
www.jendrikillner.com/post/graphic...
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Anton Schreiner
Lea - Newin AKA Shodan’s girlfriend
8 months ago
With the cooperative matrices starting to standardise I'm kind of starting to wish for a cross-studio cooperation to see an open ML upscaler good enough to kill proprietary solutions. I don't have the power to start something like that unfortunately.
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different input encoding
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8 months ago
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Same MLP applied in world space to learn lighting
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8 months ago
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Ported my old WebGPU MLP image compressor toy to my new d3d12 framework
aschrein.github.io/mlp_compress...
8 months ago
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reposted by
Anton Schreiner
Ignacio Castano🍉
8 months ago
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!
www.ludicon.com/castano/blog...
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Got basic soft direct shadows going with blue noise
eheitzresearch.wordpress.com/762-2/
8 months ago
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Enabled AGS for the shader clock extension
8 months ago
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Anton Schreiner
Bart Wronski 🇺🇦🇵🇸
8 months ago
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
add a skeleton here at some point
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Passing attributes to get basic diffuse shading
8 months ago
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Made a quick fp8 e4m3 plot
aschrein.github.io/pages/fp8_pl...
inspired by
asawicki.info/articles/fp8...
8 months ago
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Got some basic gltf loading thx to
github.com/lukas-shawfo...
8 months ago
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Hello Ray Tracing! Super cool that renderdoc has basic support these days.
8 months ago
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Always nice to see a familiar face for the first time on a new toy framework
8 months ago
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Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.
8 months ago
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Anton Schreiner
simstim
10 months ago
Drawing a triangle with DirectX 12 using pure C
github.com/simstim-star...
#CProgramming
#Gamedev
#gamedevs
#gamedevelopment
#Programming
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GitHub - simstim-star/DirectX12-HelloTriangle-in-C: Adaptation of the official DirectX12 HelloTriangle example using C
Adaptation of the official DirectX12 HelloTriangle example using C - simstim-star/DirectX12-HelloTriangle-in-C
https://github.com/simstim-star/DirectX12-HelloTriangle-in-C
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Anton Schreiner
François Guthmann
11 months ago
Hey all, I wrote some WebGPU code to test some race conditions in a shader. If you're willing to try, let me know what you see. Red/flicker means there's a race. I'm especially curious about V3 which could theoretically race but I was never able to catch it.
frguthmann.github.io/webgpu_racy_...
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Racy WebGPU tests
https://frguthmann.github.io/webgpu_racy_tests/
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My team is hiring
careers.amd.com/careers-home...
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Senior GPU/ML Modelling Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a Senior GPU/ML Modelling Engineer in Warsaw, Poland. Review all of the job details and apply today!
https://careers.amd.com/careers-home/jobs/56412?lang=en-us&iis=Job%20Board&iisn=careerarc
11 months ago
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Anton Schreiner
mamoniem, et al. 🌹♠️🦷🌿
11 months ago
Behind the pretty frames of
#DetroitBecomeHuman
. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions. i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
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Anton Schreiner
Ben Beilharz
11 months ago
Fresh outta Vision Science x Computer Graphics preprint press :: Perceptually Optimized Super Resolution (Karpenko et al. 2024)
arxiv.org/abs/2411.17513
Dynamically-guided SR to human-sensitive areas in an image leading to half the flops used for an indistinguishable result from prior methods.
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Anton Schreiner
Bart Wronski 🇺🇦🇵🇸
11 months ago
The GPU Zen 3 book is out, perfect timing for the Holiday Season!
www.amazon.com/GPU-Zen-Adva...
So many fantastic-looking articles! Together with my teammates, we have also contributed a chapter: "Differentiable Graphics with Slang.D for Appearance-Based Optimization".
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Anton Schreiner
Bart Wronski 🇺🇦🇵🇸
11 months ago
Khronos will oversee the open-source Slang shading language and compiler
www.khronos.org/news/press/k...
This is big. Slang is cross-platform, backward-compatible, and trivial to port to. It supports differentiation/gradient computation as the first-class citizen, allowing to merge ML and graphics.
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Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA
The Khronos Group has announced the launch of the new Slang™…
https://www.khronos.org/news/press/khronos-group-launches-slang-initiative-hosting-open-source-compiler-contributed-by-nvidia
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Anton Schreiner
Shannon Woods 🖥️💚🎮🕹️👾 @ SIGGRAPH2025
11 months ago
Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU?
try.shader-slang.org
You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!
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Slang Playground
Interactive playground for experimenting with Slang shading language. Write, compile, and visualize shader code in real-time.
https://try.shader-slang.org
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hello world
12 months ago
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you reached the end!!
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