Goodbye, WordPress

After 11 years I’ve decided to finally move on from wordpress.com. My new Hugo-powered site is up and running now, and you can read my first new post there if you’re curious as to why I made the switch. If you follow this site through RSS, I’d like to ask you to please update your […]

Breaking Down Barriers – Part 6: Experimenting With Overlap and Preemption

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/breaking-down-barriers-part-6-experimenting-with-overlap-and-preemption/ This is Part 6 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier?Part 2 – Synchronizing GPU ThreadsPart 3 – Multiple Command ProcessorsPart 4 – GPU PreemptionPart 5 – Back […]

Breaking Down Barriers – Part 5: Back To The Real World

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/breaking-down-barriers-part-5-back-to-the-real-world/ This is Part 5 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier?Part 2 – Synchronizing GPU ThreadsPart 3 – Multiple Command ProcessorsPart 4 – GPU PreemptionPart 5 – Back […]

Breaking Down Barriers – Part 3: Multiple Command Processors

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/breaking-down-barriers-part-3-multiple-command-processors/ This is Part 3 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption […]

Breaking Down Barriers – Part 2: Synchronizing GPU Threads

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/breaking-down-barriers-part-2-synchronizing-gpu-threads/ This is Part 2 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption […]

Breaking Down Barriers – Part 1: What’s a Barrier?

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/ This is Part 1 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier?Part 2 – Synchronizing GPU ThreadsPart 3 – Multiple Command ProcessorsPart 4 – GPU PreemptionPart 5 – Back […]

SG Series Part 6: Step Into The Baking Lab

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/sg-series-part-6-step-into-the-baking-lab/ This is part 6 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 – A Brief (and Incomplete) History of Baked Lighting Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse […]

SG Series Part 5: Approximating Radiance and Irradiance With SG’s

You can find an ad-free static site version of this post here: https://therealmjp.github.io/posts/sg-series-part-5-approximating-radiance-and-irradiance-with-sgs/ This is part 5 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 – A Brief (and Incomplete) History of Baked Lighting Representations Part 2 – Spherical Gaussians 101 Part 3 – Diffuse […]