Daniel Dreher
deescacha.bsky.social
Daniel Dreher
@deescacha.bsky.social
Computer Graphics 🤝 Machine Learning

GeForce DevTech Engineer @ NVIDIA
All expressed views and opinions are my own
Back from #gpc2025. Great to have a graphics conference in the EU with high quality presentations. Especially loved the one about path tracing in Doom The Dark Ages and raytracing voxels in Teardown. Very entertaining!

www.graphicsprogrammingconference.nl
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
www.graphicsprogrammingconference.nl
November 21, 2025 at 4:31 PM
I hate CMake so much that I created my own build system for my hobby projects. It's inspired by UBT, targets and modules are defined by small C# scripts. Easy to use, extensible, no bloat, and the best part: I know exactly what it does.
Took half a year to get it done but it was so worth it. 😌
November 14, 2025 at 5:18 PM
Great blog post!
On a related note: If you attend GPC in Breda next week, I highly recommend our talk "Neural Shading for Real-Time Graphics" (www.graphicsprogrammingconference.nl/2025/#neural...)
November 14, 2025 at 4:32 PM
Reposted by Daniel Dreher
I got to do an explainer of neural shading-- with my NVIDIA hat on this time, and still full of Slang goodness! It's posted over at the NVIDIA developer blog: developer.nvidia.com/blog/how-to-...
How to Get Started with Neural Shading for Your Game or Application | NVIDIA Technical Blog
For the past 25 years, real-time rendering has been driven by continuous hardware improvements. The goal has always been to create the highest fidelity image possible within 16 milliseconds.
developer.nvidia.com
November 14, 2025 at 12:13 AM
"VK_IMAGE_LAYOUT_GENERAL can be used efficiently in nearly all cases. Aside from a few specific scenarios, such as image initialization or presentation, developers no longer need to use layout transitions at all, just use GENERAL!"

Thank god! 🙏

www.khronos.org/blog/so-long...
So Long, Image Layouts: Simplifying Vulkan Synchronization
Deploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing
www.khronos.org
June 27, 2025 at 8:30 AM