K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
Will this SPIRV be usable in relation to Vulkan compute?
The idea that spirv can generate standard vulkan compute would be a lift for my proposal for https://github.com/GameTechDev/ISPCTextureCompressor in Godot Engine. That's why I'm asking. Thanks!
I took a svg from the lottie site and wasn't able to test the lottie file on the thorvg site.    The limit makes it hard to use...
For reference this was implemented in https://github.com/kwokcb/materialxjson
> swapping the depth lookup to not use ref uv was important, so was updating the hints
> oh right in the water shader i enabled a2c, you miiiiight not wanna leave that in
I have two primary usecases: 1. The basic use-case is taking an image and making it an embedding for use. Like stable diffusion or the various combined vision-text models. There...
I don't think I can drive multi-modal too much, but I'll see what spare time I can gather.
The obvious question are like what happens when we have two different embedding models like token integers, how do we sync them?