4 papers
Six Ways to Draw Vangers with WebGPU: Real-Time Rendering of Editable Multi-Layer Height Fields
Dzmitry Malyshau
Terrain level-of-detail is measured almost exclusively on digital elevation models: single-valued, smooth at the sampling scale, sampled from real topography. Game terrain is often…
Cortex: Compact Behavior Cloning for Quake with Frozen Visual Features
Dzmitry Malyshau
We study how far a deliberately simple behavioral-cloning policy can progress in a visually rich first-person game before adding reinforcement learning or explicit memory. Cortex i…
Meganeura: Portable GPU Training and Inference through Vulkan and Metal
Dzmitry Malyshau
Training and deployed inference often cross export, conversion, and platform-specific runtime boundaries. Meganeura asks whether one compact native compiler can span both phases on…
Global Pass Barriers Without Per-Resource RHI Tracking: A Cross-Vendor Study with Blade
Dzmitry Malyshau
Explicit graphics APIs expose memory dependencies, per-resource accesses, and image layouts. wgpu reconstructs and validates this state; Blade keeps Vulkan images in GENERAL, track…