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Latest posts

Last updated 3 months ago

Load-store conflicts

4 months ago

meshoptimizer implements several geometry compression algorithms that are designed to take advantage...

Measuring acceleration structures

5 months ago

Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on...

Year of independence

8 months ago

I am happy to report that life after Roblox does indeed exist...

Unlearning metrics and algorithms

11 months ago

The first somewhat social platform that I’ve used was LiveJournal; I used...

X is justifiably slow

about 1 year ago

I regularly hear or read statements like this: “X is slow but...

target_clones is a trap

over 1 year ago

In Luau, modulo operator a % b is defined as a -...

Meshlet triangle locality matters

over 1 year ago

When working with mesh shaders, the geometry needs to be split into...

Condvars and atomics do not mix

over 1 year ago

When using std::condition_variable, there’s an easy to remember rule: all variables accessed...

LLM inference speed of light

over 1 year ago

In the process of working on calm, a minimal from-scratch fast CUDA...

Fine-grained backface culling

over 2 years ago

Backface culling is something we take for granted when rendering triangle meshes...

Meshlet size tradeoffs

over 2 years ago

When working with mesh shaders to draw meshes, you need to split...

Approximate projected bounds

over 2 years ago

When working with various forms of culling, it can be useful to...