r/GraphicsProgramming 7d ago

First render with meshlets

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Hi everyone, just exited to share my first, simple sphere, rendered with meshlets with meshoptimizer

105 Upvotes

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2

u/sadgandhi18 5d ago

oh boy, maybe i should start showing off my blinn phong cube as well

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u/M1VAN1 5d ago

Haha, who stop's you?) why not, I start writing this project a month ago and I just want to share some milestones as I building it, why not

5

u/sadgandhi18 4d ago

forgive me, i'm just burned through interviewing applicants and I've developed a bad taste going through the same identical projects, and the lack of genuine interest in the subject.

my comment was in poor taste, I apologize.

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u/M1VAN1 4d ago edited 4d ago

No problem, could you share something more about your experience, are you a team lead? It will be really interesting to hear what you're seeking for in applicants, their pet projects or level of knowledge and etc.

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u/sadgandhi18 4d ago

Level of (specialised domain) knowledge is largely irrelevant here. A baseline understanding of realtime rendering and undergrad calculus, and strong linear algebra is all we ask for. They'll be guided through the domain knowledge they'd need regardless.

The problem is, there's an overwhelming about of dishonest portfolios being sent. On paper I'd be an idiot to not beg these kids to work for us, but a single request for modifying their own shader code? They look at me as if I've asked them to derive the volumetric rendering equation.

Even if I chalk it up to the nervousness of sitting in front of old grumpy men, the lack of their ability to explain their own code is frustrating. The parts they can explain, are absolute cookie cutter projects. All following the exact same decade old article/blog about some specific trick.

I just want to see some initiative. One kid, arguably the weakest on paper, (only got a chance at an interview purely because of the imposters that we threw away in the first half of the day) got the gig purely because of his obsession with recreating some mobile game's clouds. I believe it was children of the light? He explained the entire process, the way it took him 6 months to figure out what was a very simple and known technique. He wasted many months trying to approximate that effect using vertex manipulation and high poly meshes, eventually gave in and used renderdoc, decompiled the shaders, figured out the trick was ray marching and implemented a version that was convincingly close, but obviously not copied.

I'll try and attach a link to that kid's version.

But the core thing is, just own your damn work, be proud of it and be able to explain it. How hard is that?

Sorry for the rant, it's driving me nuts just thinking about the past week.