1,461 karma · joined September 13, 2015
It has worse quality than something like a Lanczos filter, and it requires computing image pyramids first, i.e., it is also slower for the very common use case of rescaling images just once. And that article isn't really about projected/distorted textures, where trilinear filtering actually makes sense.
Have you never downscaled and upscaled images in a non-3D-rendering context?
I very much do want that since the WebGPU API is far easier and nicer to use than Vulkan or OpenGL. Also, it makes apps much more accessible to distribute them over web, and it is much more secure to use web apps than native apps. Unfortunately WebGPU is way too limited compared to desktop APIs.
One of the turning points for the worse was the introduction of WGSL. Before WGSL, you could do lots of stuff with spirv shaders because they weren't artifically limited. But with WGSL, they went all in on turning WebGPU into a toy-language that only supports whatever last decades mobile phones support. I was really hopeful for WebGPU because UX-wise, it is so much better than anything else. Far better than Vulkan or OpenGL. But feature-wise, WebGPU so limited that I had to go back to desktop OpenGL.
In one way WebGPU really has become a true successor to WebGL though - it is a graphics API that is outdated on arrival.
> [1] https://community.arm.com/arm-community-blogs/b/graphics-gam...
"Using a pointer in a shader - In Vulkan GLSL, there is the GL_EXT_buffer_reference extension "
That extension is utter garbage. I tried it. It was the last thing I tried before giving up on GLSL/Vulkan and switching to CUDA. It was the nail in the coffin that made me go "okay, if that's the best Vulkan can do, then I need to switch to CUDA". It's incredibly cumbersome, confusing and verbose.
What's needed are regular, simple, C-like pointers.
I wish AMD&Intel would extend compute shaders with pointers&pointer casting, arbitrary large buffers instead of just 4GB, device-wide sync, and function pointers. Those are kinda my must-have functionality. Even better, just use C++ for compute shaders.
One of the features that would get compute shaders far ahead compared to now would be pointers and pointer casting - Just let me have a byte buffer and easily cast the bytes to whatever I want. Another would be function pointers. These two are pretty much the main reason I had to stop doing a project in OpenGL/Vulkan, and start using CUDA. There are so many more, however, that make life easier like cooperative groups with device-wide sync, being able to allocate a single buffer with all the GPU memory, recursion, etc.
Khronos should start supporting C++20 for shaders (basically what CUDA is) and stop the glsl or spirv nonsense.
Most applications nowadays use stdout for exactly what the name implies - any form of output. Complaining about that is yelling at the clouds.
I wouldn't be surprised if gaussian splats make it into AAA games, though. Not as the main rendering primitive, but for specific things like vegetation where they really kick ass.
As I said, I avoided it for years because of the reasons you mentioned. Turns out I could not avoid it any longer because it's the only (meaningful) option that could do what I needed, has serious support, and great UX. And NVIDIA is hardly to blame because they simply made sure to build a good product. It can't stop AMD, Intel or Khronos from creating a competitive alternative, but so far they haven't.
And regarding support, so far NVIDIA has shown excellent continuous support for CUDA, whereas OpenCL and OpenGL are the ones that went down. And I've chosen CUDA over rocm precisely due to support reasons, because AMD has always treated it as some kind of side gig with uncertain future.