2020
- https://miketuritzin.com/post/hierarchical-depth-buffers/
- https://developer.nvidia.com/blog/optimizing-compute-shaders-for-l2-locality-using-thread-group-id-swizzling/
- https://asawicki.info/news_1735_a_better_way_to_scalarize_a_shader
2019
2018
| # train_grpo.py | |
| # | |
| # See https://github.com/willccbb/verifiers for ongoing developments | |
| # | |
| """ | |
| citation: | |
| @misc{brown2025grpodemo, | |
| title={Granular Format Rewards for Eliciting Mathematical Reasoning Capabilities in Small Language Models}, | |
| author={Brown, William}, |
| // The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
| // Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
| // See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
| float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
| { | |
| // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
| // down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
| // location [1, 1] in the grid, where [0, 0] is the top left corner. | |
| float2 samplePos = uv * texSize; |