Anton Schreiner
@aschrein.bsky.social
110 followers 180 following 28 posts
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Reposted by Anton Schreiner
boksajak.bsky.social
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...
Reposted by Anton Schreiner
momentsingraphics.bsky.social
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.
44-Issue 8
High-Performance Graphics 2025
diglib.eg.org
aschrein.bsky.social
Working on the next generation frontier technologies for denoising, supersampling, frame generation, radiance caching, GI, path tracing etc. etc.
frguthmann.bsky.social
We have multiple open job opportunities in game engineering, come work with us !
aschrein.bsky.social
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
Reposted by Anton Schreiner
pema99.bsky.social
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
Reposted by Anton Schreiner
elie-michel.bsky.social
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.
A screenshot of RenderDoc where one can see calls to the WebGPU API
Reposted by Anton Schreiner
jbikker.bsky.social
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.
Shadertoy
www.shadertoy.com
aschrein.bsky.social
wow looks awesome! there's actually quite a bit of free space left even. insane!
Reposted by Anton Schreiner
diharaw94.bsky.social
@fcama.bsky.social and the other wizards from the FSR team should be very proud!
dachsjaeger.bsky.social
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
Reposted by Anton Schreiner
dachsjaeger.bsky.social
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
Reposted by Anton Schreiner
jendrikillner.bsky.social
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
aschrein.bsky.social
ML in gfx is quite a switch, you need to align a lot of figures to begin getting it to work. There's a clear percolation threshold - a lot of the times it's unclear it should work at all, and on top of that there's not a ton of papers out there(for realtime), almost tribal knowledge at this point.
Reposted by Anton Schreiner
newincpp.bsky.social
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.
aschrein.bsky.social
target is patches from the noisy sampled image, similar to the image compression
aschrein.bsky.social
different input encoding
aschrein.bsky.social
Same MLP applied in world space to learn lighting