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Fantastic, a sample project to explore... https://developer.apple.com/documentation/metalfx/applying_temporal_antialiasing_and_upscaling_using_metalfx ... Thanks!
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I concur with the above request - MetalFX will be such an important framework going forward ( MTLFXTemporalScaler in particular ). The Boost performance with MetalFX Upscaling video was great, but there will still be some subtle choices to be made when setting up the textures. I've implemented MPSSVGFDenoiser ( following WWDC 2019 ) which has been incredibly useful, and I relied heavily on adapting the sample code. Thanks so much!
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Very good, thanks so much! Will look through the Satin source code on GitHub.
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Alignment really can cause issues when setting up buffers. Also, as was mentioned earlier, using a bridging header can give you a lot of control over the sizes of structs that Metal sees and that Swift can also write to. There is a great Swift sample project - https://github.com/MetalKit/metal/tree/master/raytracing from Marius Horga which explores one way to set up some triangle meshes. He recreates a project from Apple which was written in Objective C. Metal has really developed since then and you can do a phenomenal amount of path tracing with very few pipelines.
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That is pretty interesting in a few different ways - And it compiles! Thanks so much for your response & solution, particularly in the WWDC aftermath ~ JL
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Very good, this worked. Thanks very much! And it would seem that I need to do further reading about Swift, immutable and assignable. Cheers, thanks again
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Thanks very much. I will explore the texture tier of my ( internal MacBook Pro ) card. This sounds pretty interesting. Whatever I find, my naive hope is that, ultimately, more than one channel will be supported as a read/write texture for my system.Thanks again!