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Looking for a fast method to render your large-scale game components? Our lastest High-Perf Graphics paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.

50,765 次观看 • 2 年前 •via X (Twitter)

10 条评论

Anis Benyoub 的头像
Anis Benyoub2 年前

Curious? Paper: Source code: Project page:

Anis Benyoub 的头像
Anis Benyoub2 年前

The less compressed video is here !

Anis Benyoub 的头像
Anis Benyoub2 年前

The HPG presentation is here:

VoR 的头像
VoR2 年前

@HPG_Conf @KennyPirman

LunCo.eth(🌍🚀🌖) sp/acc 的头像
LunCo.eth(🌍🚀🌖) sp/acc2 年前

@HPG_Conf So cool! At some point in time we would like to implement it for Godot to be able to render Moon in real-time to design space missions!

DP 的头像
DP2 年前

@HPG_Conf @SheriefFYI

Jean-David Génevaux (TFC) 的头像
Jean-David Génevaux (TFC)2 年前

@HPG_Conf La seule question qui vaille : mais c'est quoi cette bande son ? Grosse vibe Deus Ex...?

Anis Benyoub 的头像
Anis Benyoub2 年前

@HPG_Conf Et non, c’est de l’OST de Hotline Miami!

ThunderOwl - Sci-Fi Assets. Owlified. 🇱🇻🇺🇦🌞 的头像
ThunderOwl - Sci-Fi Assets. Owlified. 🇱🇻🇺🇦🌞2 年前

@HPG_Conf @GameDevMicah

James 的头像
James2 年前

@HPG_Conf Will there be a demo project made with Vulkan?

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26,682 次观看 • 1 年前

Etched is deploying two new technologies in chip design: low-voltage inference and cluster-scale memory. CEO Gavin Uberti says they'll make their chips much more power-efficient and way, way faster than today's leading GPUs. He breaks it down: "We looked at a lot of early research directions, and we realized the key things that models need are way more compute and way faster memory." "If you think about inference, there are two key parts: prefill and decode. For prefill, it's a compute-bound problem. You need to have more FLOPS, more operations per second on each of your chips." "On our GPU, the bottleneck's actually thermals. You can't really run a GPU at more than around 50% of what it could theoretically do, or it'll melt." "So we're using a new technology today called low-voltage inference to try to solve this problem. You bring the voltage of the chip down dramatically, which allows us to have way, way better efficiency in terms of how much power is drawn per unit of math, and thus fit way way more flops onto the chip..." "For decode, it's all about bandwidth. Not just bandwidth on a chip, but bandwidth across your cluster. That's why we have this technology we call cluster-scale memory. It reduces the amount of time it takes to communicate from one chip to another dramatically." "As a result we can go use all of our HBM, HBM bandwidth, SRAM, SRAM bandwidth, and our scale-up domain as a single coherent pool. And that means if you're a user, you can go get much faster tokens per second, while still keeping your costs low."

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