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Fix indentation on original neural graphics blog post (#76)
* Fix blog post indentation * Re-fix typos * And re-fix hlsl-sub-for-Slang in the code blocks * Re-re-re fix typos >.<
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_posts/2025-04-04-neural-gfx-in-an-afternoon.md

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Original file line numberDiff line numberDiff line change
@@ -2,7 +2,7 @@
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layout: post
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title: "Neural Graphics in an Afternoon"
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date: 2025-04-04 17:00:00
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categories: [ "blog", "featured" ]
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categories: [ "blog" ]
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tags: [slang]
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author: "Shannon Woods, NVIDIA, Slang Working Group Chair"
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image: /images/posts/2025-04-04-splatterjeep.webp
@@ -206,15 +206,15 @@ float4 simpleSplatBlobs(GradInOutTensor<float, 1> blobsBuffer, uint2 pixelCoord,
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for (uint i = 0; i < SIMPLE_BLOBCOUNT; i++)
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{
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// first, calculate the color of the current blob
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Gaussian2D gaussian = Gaussian2D.load(blobs, i);
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blobColor = gaussian.eval(pixelCoord * (1.0/texSize));
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// then, blend with the blobs we've accumulated so far
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result = alphaBlend(result, blobColor);
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}
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// Blend with background
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return float4(result.rgb * (1.0 - result.a) + result.a, 1.0);
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Gaussian2D gaussian = Gaussian2D.load(blobs, i);
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blobColor = gaussian.eval(pixelCoord * (1.0/texSize));
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// then, blend with the blobs we've accumulated so far
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result = alphaBlend(result, blobColor);
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}
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// Blend with background
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return float4(result.rgb * (1.0 - result.a) + result.a, 1.0);
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}
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//
@@ -224,27 +224,27 @@ float4 simpleSplatBlobs(GradInOutTensor<float, 1> blobsBuffer, uint2 pixelCoord,
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[Differentiable]
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float loss(uint2 pixelCoord, int2 imageSize, Blobs blobs, Texture2D<float4> targetTexture)
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{
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int texWidth;
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int texHeight;
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targetTexture.GetDimensions(texWidth, texHeight);
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int2 texSize = int2(texWidth, texHeight);
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// Splat the blobs and calculate the color for this pixel.
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float4 color = simpleSplatBlobs(blobs.blobsBuffer, pixelCoord, imageSize);
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float4 targetColor;
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float weight;
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if (pixelCoord.x >= imageSize.x || pixelCoord.y >= imageSize.y)
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{
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return 0.f;
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}
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else
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{
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targetColor = no_diff targetTexture[pixelCoord];
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return dot(color.rgb - targetColor.rgb, color.rgb - targetColor.rgb);
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}
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return 0.f;
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int texWidth;
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int texHeight;
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targetTexture.GetDimensions(texWidth, texHeight);
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int2 texSize = int2(texWidth, texHeight);
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// Splat the blobs and calculate the color for this pixel.
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float4 color = simpleSplatBlobs(blobs.blobsBuffer, pixelCoord, imageSize);
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float4 targetColor;
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float weight;
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if (pixelCoord.x >= imageSize.x || pixelCoord.y >= imageSize.y)
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{
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return 0.f;
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}
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else
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{
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targetColor = no_diff targetTexture[pixelCoord];
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return dot(color.rgb - targetColor.rgb, color.rgb - targetColor.rgb);
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}
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return 0.f;
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}
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// Differentiable function to compute per-pixel loss
@@ -255,14 +255,14 @@ float loss(uint2 pixelCoord, int2 imageSize, Blobs blobs, Texture2D<float4> targ
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[Differentiable]
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void perPixelLoss(GradInOutTensor<float4, 2> output,
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uint2 pixelCoord,
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GradInOutTensor<float, 1> blobsBuffer,
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Texture2D<float4> targetTexture)
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uint2 pixelCoord,
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GradInOutTensor<float, 1> blobsBuffer,
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Texture2D<float4> targetTexture)
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{
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uint2 imageSize;
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targetTexture.GetDimensions(imageSize.x, imageSize.y);
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output.set( {pixelCoord.x, pixelCoord.y},
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loss(pixelCoord, imageSize, {blobsBuffer}, targetTexture));
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uint2 imageSize;
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targetTexture.GetDimensions(imageSize.x, imageSize.y);
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output.set( {pixelCoord.x, pixelCoord.y},
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loss(pixelCoord, imageSize, {blobsBuffer}, targetTexture));
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}
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```
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@@ -290,9 +290,9 @@ The other piece of the equation is the Adam update algorithm:
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```hlsl
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void adamUpdate(inout float val,
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inout float dVal,
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inout float firstMoment,
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inout float secondMoment)
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inout float dVal,
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inout float firstMoment,
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inout float secondMoment)
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{
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    // Read & reset the derivative
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    float g_t = dVal;

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