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ASIC TinyGPU v2.0 is alive and working!!!
Huge thanks to the #TinyTapeout community for all the support.
Check out the fully open-source design here:
github.com/pongsagon/tt_um_p…
P.S. TinyGPU v3.0 is coming this December! Stay tuned.
#OpenHardware #FPGA #ASIC
Had a blast presenting on designing tiny ASIC GPUs at #Hackaday! Huge thanks to the organizers and everyone who came out or tuned in. ⚡️
Catch the full talk recording on YouTube: youtube.com/live/Mp-dI_nVv4g…
The biggest #Supercon badge so far? 🤣 Powered by ESP32!
Absolutely love this #TinyTapeout gift card. Now I want my own name card made like this. Time to get in touch with wafer.space!
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Every pixel needs a depth test, but RAM is slow.
TinyGPU v3.0 hides that latency by running shader execution in parallel with Z-buffer access.
That jump—from a fixed pipeline in v2.0 to a 31-instruction pixel shader core in v3.0—happens without dropping a single frame 🚀
Standard polygon clipping is expensive.
TinyGPU v3.0 instead does near/far plane culling (discarding whole triangles) in clip space, then uses Guard Band clipping—allowing out-of-viewport coords and clipping in screen space.
TinyGPU v3.0 Pixel Shader spec:
• lightweight DirectX 8 PS 1.1–inspired design
• SIMD (4 pixels in parallel)
• 31 instructions per shader (tweaking)
• 26-op instruction set
• Branching via masked execution
• 4× 8-bit temp registers
TinyGPU v3.0 is coming with a programmable Pixel Shader!!
Tested on FPGA and submitted to the #TinyTapeout May shuttle (~290k transistors).
This Chameleon demo is a tribute to the #GeForce 3, the first programmable GPU released 25 years ago. github.com/pongsagon/ttsky26…
We’re entering an era where a single individual (exceptional one) can launch a chip-production project and sell the chips for about the price of a printed T-shirt. What a time te be alive.
Working on a Z80 replica for @mithro’s Wafer.Space tapeout in a couple of days. 180nm proces and 5 mm^2 die area could be a perfect match for reviving retro chip manufacturing! FOSSi, open source silicon.
Last minute update #TinyTapeout. TinyGPU v2.0 now support Texture mapping. Tex res 256x256, 4-bit. Texture mapped models run 33% slower than the flat shading version. The project uses 66% of 4x4 tiles, around 240k transistors.
git: github.com/pongsagon/tt_um_p…
TinyGPU v2.0. A standalone GPU that can display a model file from Flash.Render 1K tri at 6.5fps in 320x240, 4-bit color. Tested on Basys3 FPGA. Submitted to the upcoming #TinyTapeout shuttle.
more spec 🧵.
git: github.com/pongsagon/tt_um_p…
TinyGPU v2.0. Just completed the rasterization with z-buffer part I am trying to finished transformation & lighting part before the upcoming #TinyTapeout shuttle.
Silicon wafer, a must have desk ornament for ASIC designer.
Buy it here. store.tinytapeout.com
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#Snap #Spectacles Babel AR - multi person mode✨
Two-way communication — understand and speak back in any language.
Breaking language barriers, reuniting people.
From Utopia Lab with @SufeeYama
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My @tinytapeout 7 chip has arrived and it WORKS!
This is a tiniest ASIC GPU. Render two polygons max.
Thank you @matthewvenn @UriShaked and all the folks on the TT discord community.
git github.com/pongsagon/tt07-ti…
ibook G3 ipad case from Adafruit’s guide learn.adafruit.com/ibook-ipa…
Cost only half of that magic keyboard case but way more chic.
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Valuable info on how SNES renderer work from @fabynou
fabiensanglard.net/snes_ppus…
Cant find these info when working on my FPGA PPU. Nintendo's engineers do optimize every bit.
I also use double line buffer and cut short on everything. Life is also easier with BRAM than VRAM.
Playing around with Roger Allen's CUDA version of RT in one weekend by Peter Shirley.
By putting scene and cam data in the const kernel parameter, I can get around 10x speed up.
Render at 1800x1000, 16 samples/pixel, 15-20 fps on RTX4090
code: github.com/pongsagon/CUDA-RT…
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CUDA 12.1 Const kernel parameter can handle 32KB of data. The scene from one weekend is ideal for this trick. It used around 20KB. developer.nvidia.com/blog/cu…
Testing RTX4090.
Computing Julia fractal using CUDA at 4K, doing 1,200 iterations for each pixel. Draw it as a texture quad using CUDA/OpenGL interop. Got around 10-15 fps.
Code: github.com/pongsagon/Julia-C…
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