[{"content":"Education # 🎓 2018 - Postgraduate in Computer science and technics, Obninsk institute for nuclear power engineering, National research nuclear university MEPHhI\n🎓 2014 - MEng in Computer science and technics, Obninsk institute for nuclear power engineering, National research nuclear university MEPHhI\n🎓 2012 - BSc in Computer science and technics, Obninsk institute for nuclear power engineering, National research nuclear university MEPHhI\n","date":null,"permalink":"/en/","section":"About me","summary":"Education # 🎓 2018 - Postgraduate in Computer science and technics, Obninsk institute for nuclear power engineering, National research nuclear university MEPHhI","title":"About me"},{"content":"","date":null,"permalink":"/en/tags/advanced/","section":"Tags","summary":"","title":"advanced"},{"content":"","date":null,"permalink":"/en/tags/computer-graphics/","section":"Tags","summary":"","title":"computer graphics"},{"content":"","date":null,"permalink":"/en/tags/game-development/","section":"Tags","summary":"","title":"game development"},{"content":"","date":null,"permalink":"/en/tags/innopolis/","section":"Tags","summary":"","title":"innopolis"},{"content":" Lecture 16. Rasterization pipeline Lecture 17. Raytracing pipeline Lecture 18. Hybrid pipeline Lab 06. Course project ","date":"17 April 2026","permalink":"/en/talk/acg-2026-spring-06/","section":"Talks and lectures","summary":"Lecture 16.","title":"Rasterization and Ray Tracing"},{"content":"","date":null,"permalink":"/en/tags/","section":"Tags","summary":"","title":"Tags"},{"content":"","date":null,"permalink":"/en/talk/","section":"Talks and lectures","summary":"","title":"Talks and lectures"},{"content":" Lecture 13. Frame debugging Lecture 14. View-guided profiling Lecture 15. Optimization strategy Lab 05. Project optimization ","date":"27 March 2026","permalink":"/en/talk/acg-2026-spring-05/","section":"Talks and lectures","summary":"Lecture 13.","title":"Debugging"},{"content":" Lecture 10. Scene Graph Lecture 11. Meshes Lecture 12. Animation Lab 04. glTF Scene Loading ","date":"13 March 2026","permalink":"/en/talk/acg-2026-spring-04/","section":"Talks and lectures","summary":"Lecture 10.","title":"glTF Scene"},{"content":" Lecture 07. Render graph Lecture 08. Lighting Lecture 10. Post-processing and anti-aliasing Lab 03. Plugins ","date":"27 February 2026","permalink":"/en/talk/acg-2026-spring-03/","section":"Talks and lectures","summary":"Lecture 07.","title":"Plugins"},{"content":" Lecture 04. Graphics API and Rendering Hardware Interfaces Lecture 05. Profiling Lecture 06. Tool-guided profiling Lab 02. Base Performance Analysis ","date":"7 February 2026","permalink":"/en/talk/acg-2026-spring-02/","section":"Talks and lectures","summary":"Lecture 04.","title":"Base performance analysis"},{"content":" Lecture 01. Output devices Lecture 02. Game loop Lecture 03. GPU workloads Lab 01. Project setup ","date":"23 January 2026","permalink":"/en/talk/acg-2026-spring-01/","section":"Talks and lectures","summary":"Lecture 01.","title":"Game loop"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"28 November 2025","permalink":"/en/talk/cg-2025-fall-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":"","date":null,"permalink":"/en/tags/elective/","section":"Tags","summary":"","title":"elective"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"7 November 2025","permalink":"/en/talk/cg-2025-fall-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"24 October 2025","permalink":"/en/talk/cg-2025-fall-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"3 October 2025","permalink":"/en/talk/cg-2025-fall-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16. Level of details Lab 04. Performance analysis ","date":"12 April 2025","permalink":"/en/talk/acg-2025-spring-08/","section":"Talks and lectures","summary":"Lecture 16.","title":"Performance analysis"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"11 April 2025","permalink":"/en/talk/cg-2025-spring-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 13. Tool Lecture 14. Tool-guided profiling Lecture 15. View-guided profiling ","date":"10 April 2025","permalink":"/en/talk/acg-2025-spring-07/","section":"Talks and lectures","summary":"Lecture 13.","title":"Performance analysis and optimization"},{"content":" Lecture 12. Anti-aliasing Lab 03. Plugins and fine-tuning ","date":"21 March 2025","permalink":"/en/talk/acg-2025-spring-06/","section":"Talks and lectures","summary":"Lecture 12.","title":"Plugins and fine-tuning"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"21 March 2025","permalink":"/en/talk/cg-2025-spring-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX12"},{"content":" Lecture 09. Render graph Lecture 10. Lighting Lecture 11. Post processing ","date":"20 March 2025","permalink":"/en/talk/acg-2025-spring-05/","section":"Talks and lectures","summary":"Lecture 09.","title":"Render graph"},{"content":" Lecture 08. Animation Lab 02. Prototyping ","date":"1 March 2025","permalink":"/en/talk/acg-2025-spring-04/","section":"Talks and lectures","summary":"Lecture 08.","title":"Prototyping"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"28 February 2025","permalink":"/en/talk/cg-2025-spring-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of ray tracing"},{"content":" Lecture 05. Data-oriented design Lecture 06. Scene graph Lecture 07. Meshes ","date":"27 February 2025","permalink":"/en/talk/acg-2025-spring-03/","section":"Talks and lectures","summary":"Lecture 05.","title":"In-game world representation"},{"content":" Lecture 04. Graphics API and Rendering Hardware Interfaces Lab 01. Environment setup ","date":"8 February 2025","permalink":"/en/talk/acg-2025-spring-02/","section":"Talks and lectures","summary":"Lecture 04.","title":"Setup development environment"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"7 February 2025","permalink":"/en/talk/cg-2025-spring-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 01. Output devices Lecture 02. Game loop Lecture 03. GPU workloads ","date":"6 February 2025","permalink":"/en/talk/acg-2025-spring-01/","section":"Talks and lectures","summary":"Lecture 01.","title":"Game loop"},{"content":"","date":null,"permalink":"/en/tags/golang/","section":"Tags","summary":"","title":"golang"},{"content":"In Golang, there are two approaches to working with project dependencies:\nUsing dependencies from a shared cache of modules or from the project\u0026rsquo;s vendor directory. Assuming that dependencies will be available over the network. In the second approach, the necessary dependencies for building the project are placed inside the project itself.\nVendoring libraries\nWhen using libraries, you first update the list of used dependencies in go.mod, and then create a vendor directory from these dependencies by running:\ngo mod tidy go mod vendor After executing these two commands, all used libraries will be copied into the vendor directory, and Go commands like go ... will look for dependencies there. Only the actually used part of the code is vendored.\nVendoring tools\nIf your project uses vendor, you might also want to store related tools in a similar way. For example, goimports for formatting imports.\nUnfortunately, this process is not straightforward. To create a vendored toolset, create a file called tools.go. You can place it at the root of your project or as a separate package.\nHere\u0026rsquo;s an example:\n//go:build tools // +build tools package tools import ( _ golang.org/x/tools/cmd/goimports ) The beginning of the file is a build constraint for building tools. By default, this file will not be included in the build. You can use go mod tidy to remove any files named ignore.\nNext, specify the paths to the necessary tools in the import section. Make sure to include the path to the main package of each tool.\nFinally, run:\ngo mod tidy go mod vendor Nice surprise\nIn Golang 1.24, there\u0026rsquo;s a new directive called tools that can be used directly in go.mod. This makes it easier to specify tools and eliminates the need for this workaround.\n","date":"24 January 2025","permalink":"/en/post/how-to-vendor-tools/","section":"Posts","summary":"In Golang, there are two approaches to working with project dependencies:","title":"How to Vendor Tools"},{"content":"","date":null,"permalink":"/en/post/","section":"Posts","summary":"","title":"Posts"},{"content":"","date":null,"permalink":"/en/tags/tools/","section":"Tags","summary":"","title":"tools"},{"content":"","date":null,"permalink":"/en/tags/vendoring/","section":"Tags","summary":"","title":"vendoring"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"22 November 2024","permalink":"/en/talk/cg-2024-fall-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"1 November 2024","permalink":"/en/talk/cg-2024-fall-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"11 October 2024","permalink":"/en/talk/cg-2024-fall-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"20 September 2024","permalink":"/en/talk/cg-2024-fall-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"1 December 2023","permalink":"/en/talk/cg-2023-fall-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"10 November 2023","permalink":"/en/talk/cg-2023-fall-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"20 October 2023","permalink":"/en/talk/cg-2023-fall-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"29 September 2023","permalink":"/en/talk/cg-2023-fall-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"21 July 2023","permalink":"/en/talk/cg-2023-summer-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"7 July 2023","permalink":"/en/talk/cg-2023-summer-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"23 June 2023","permalink":"/en/talk/cg-2023-summer-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"16 June 2023","permalink":"/en/talk/cg-2023-summer-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"21 April 2023","permalink":"/en/talk/cg-2023-spring-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"31 March 2023","permalink":"/en/talk/cg-2023-spring-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"10 March 2023","permalink":"/en/talk/cg-2023-spring-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"17 February 2023","permalink":"/en/talk/cg-2023-spring-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"2 December 2022","permalink":"/en/talk/cg-2022-fall-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"21 October 2022","permalink":"/en/talk/cg-2022-fall-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"30 September 2022","permalink":"/en/talk/cg-2022-fall-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"9 September 2022","permalink":"/en/talk/cg-2022-fall-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"7 July 2022","permalink":"/en/talk/cg-2022-summer-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"23 June 2022","permalink":"/en/talk/cg-2022-summer-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"9 June 2022","permalink":"/en/talk/cg-2022-summer-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"26 May 2022","permalink":"/en/talk/cg-2022-summer-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","date":"4 March 2022","permalink":"/en/talk/cg-2022-spring-04/","section":"Talks and lectures","summary":" Lecture 16: Resource copying Lecture 17: Depth buffer in DX12 Lecture 18: Textures Lecture 19: Lighting Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"18 February 2022","permalink":"/en/talk/cg-2022-spring-03/","section":"Talks and lectures","summary":" Lecture 11: Application’s window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: Ray tracing. Camera rays Lecture 07: Ray intersection Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"4 February 2022","permalink":"/en/talk/cg-2022-spring-02/","section":"Talks and lectures","summary":"Lecture 06: Ray tracing.","title":"Basics of raytracing"},{"content":" Lecture 01: Image. Clearing of the image Lecture 02: 3D model consuming Lecture 03: Vertex transformations Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"21 January 2022","permalink":"/en/talk/cg-2022-spring-01/","section":"Talks and lectures","summary":"Lecture 01: Image.","title":"Basics of rasterization"},{"content":" Lecture 16: Depth buffer in DX12 Lecture 17: Copy of resources Lecture 18: Index buffer Lecture 19: Textures Lecture 20: Next steps in computer graphics ","date":"5 March 2021","permalink":"/en/talk/cg-2021-spring-04/","section":"Talks and lectures","summary":" Lecture 16: Depth buffer in DX12 Lecture 17: Copy of resources Lecture 18: Index buffer Lecture 19: Textures Lecture 20: Next steps in computer graphics ","title":"Advanced technics and algorithms"},{"content":" Lecture 11: App window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"19 February 2021","permalink":"/en/talk/cg-2021-spring-03/","section":"Talks and lectures","summary":" Lecture 11: App window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: What is the ray tracing. Camera rays Lecture 07: Ray intersection algorithms Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"5 February 2021","permalink":"/en/talk/cg-2021-spring-02/","section":"Talks and lectures","summary":"Lecture 06: What is the ray tracing.","title":"Basics of ray tracing"},{"content":" Lecture 01: Computer graphics in Game development. Output devices Lecture 02: Wavefront OBJ file Lecture 03: 3D to 2D projections Lecture 04: Triangle rasterization Lecture 05: Depth buffer ","date":"22 January 2021","permalink":"/en/talk/cg-2021-spring-01/","section":"Talks and lectures","summary":"Lecture 01: Computer graphics in Game development.","title":"Basics of rasterization"},{"content":" Lecture 11: App window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","date":"20 November 2020","permalink":"/en/talk/cg-2020-fall-03/","section":"Talks and lectures","summary":" Lecture 11: App window Lecture 12: DX12 initialization Lecture 13: Resources in DX12 Lecture 14: Pipeline setup in DX12 Lecture 15: Per frame updates ","title":"Basics of DirectX 12"},{"content":" Lecture 06: What is the ray tracing. Camera rays Lecture 07: Ray intersection. Closest hit Lecture 08: Lighting and shadows Lecture 09: Acceleration structures Lecture 10: Anti-aliasing ","date":"6 November 2020","permalink":"/en/talk/cg-2020-fall-02/","section":"Talks and lectures","summary":"Lecture 06: What is the ray tracing.","title":"Basics of ray tracing"},{"content":" Lecture 01: Welcome to Computer graphics. What is the rasterization Lecture 02: Line rendering. Obj file Lecture 03: 3D to 2D projections Lecture 04: Triangle rasterization Lecture 05: Culling. Depth buffer ","date":"23 October 2020","permalink":"/en/talk/cg-2020-fall-01/","section":"Talks and lectures","summary":"Lecture 01: Welcome to Computer graphics.","title":"Basics of rasterization"},{"content":" Part 1 (Youtube) Part 2 (Youtube) Linear transformations particularity of DirectXMath library (Youtube) Linear transformations particularity of DirectXMath library (presentation) Snippet ","date":"20 March 2020","permalink":"/en/talk/cg-2020-3/","section":"Talks and lectures","summary":" Part 1 (Youtube) Part 2 (Youtube) Linear transformations particularity of DirectXMath library (Youtube) Linear transformations particularity of DirectXMath library (presentation) Snippet ","title":"Basics of DirectX 12"},{"content":" Lecture #9: Camera ray generation Lecture #10: Ray object intersection Lecture #11: Ligthing and shadows Lecture #12: Reflection and refraction Lecture #13: Anti-aliasing Lecture #14: Acceleration structures Lecture #15: Denoising ","date":"21 February 2020","permalink":"/en/talk/cg-2020-2/","section":"Talks and lectures","summary":" Lecture #9: Camera ray generation Lecture #10: Ray object intersection Lecture #11: Ligthing and shadows Lecture #12: Reflection and refraction Lecture #13: Anti-aliasing Lecture #14: Acceleration structures Lecture #15: Denoising ","title":"Basics of ray tracing"},{"content":" Lecture #1: Computer graphics as a computer science Lecture #2: Points. Lines. Triangles Lecture #3: Projections. Camera model Lecture #4: Triangle rasterization Lecture #5: Z-buffer Lecture #6: Lighting Lecture #7: Texturing Lecture #8: Shadows ","date":"24 January 2020","permalink":"/en/talk/cg-2020/","section":"Talks and lectures","summary":"Lecture #1: Computer graphics as a computer science Lecture #2: Points.","title":"Basics of rasterization"},{"content":"","date":"18 December 2018","permalink":"/en/talk/project-tools-03-2018/","section":"Talks and lectures","summary":"","title":"Project management tools. Lecture #3"},{"content":"","date":"4 December 2018","permalink":"/en/talk/project-tools-02-2018/","section":"Talks and lectures","summary":"","title":"Project management tools. Lecture #2"},{"content":"","date":"23 October 2018","permalink":"/en/talk/project-tools-01-2018/","section":"Talks and lectures","summary":"","title":"Project management tools. Lecture #1"},{"content":"Authors: I.P. Belyavtsev, S.O. Starkov\nThe criticality margin of a WWR-c reactor can be calculated using a precision reactor model. However, due to the high computing time consumption (approximately eight hours of calculations per one state of the reactor core), it would be rather difficult to use this model for making operational criticality margin evaluations. This problem has determined the purpose of this work, namely, to create a software package for preliminary evaluations of the WWR-c reactor criticality margin.\nThe research has confirmed the possibility of using an artificial neural network to approximate the criticality margin based on the reactor core state. A number of computational experiments were conducted on training the artificial neural network, using the precision model data and real reactor measured data. According to the results of these computational experiments, the maximum relative approximation error was found to be 3.13 and 3.56%, respectively. The mean computation time was 100 ms.\nBased on these experiments, it became possible to develop a software package for evaluating the WWR-c reactor criticality margin – REST API based web application – which has a convenient user interface for inputting the core configurations and obtaining evaluations. Besides that, it is also possible to supplement the training sample with new measurements and to finish training the artificial neural network.\nThe criticality margin evaluation software is ready to be tested by the WWR-c reactor personnel as well as to be used as a component of the automated reactor refueling system. In future, with some modifications, this software package can be used for reactor plants of other types.\nDOI # https://doi.org/10.26583/npe.2018.2.06\nReferences # Kochnov O.Yu., Lukin N.D, Averin L.V. WWR-c reactor: exploitation experience and development prospects. Yadernaya i radiatsionnaya bezopasnost’, 2008, no.1, pp. 18-25 (in Russian). Kolesov V.V., Kochnov О.Yu., Volkov Yu.V., Ukraintsev V.F., Fomin R.V. Creation of the WWR-c Reactor Precision Model for Its Construction Optimisation and Following Optimisation of the 99Мо and Other Radioisotope Productivity. Izvestia vysshikh uchebnykh zavedenij. Yadernaya energetika. 2011, no. 4, pp. 129-133 (in Russian). Kochnov O.Yu. Kolesov V.V. Fomin R.V. Jerdev G.M. Assessment of the increasing in 131I production due to improved tellurium target in the WWR-C reactor core. Izvestia vysshikh uchebnykh zavedenij. Yadernaya energetika. 2014, no.4, pp. 102-110 (in Russian). Simon Haykin. Neural networks. A Comprehensive Foundation. Second Edition. Prentice Hall, Inc., 1999. 1104 p. Filatova T.V. Application of neural networks for data approximation. Vestnik Tomskogo gosudarstvennogo universiteta. 2004, no.284, pp. 121-125 (in Russian). Gorban’ A.N. Generalized approximation theorem and computational capabilities of neural networks. Sibirskij zhurnal vychislitel’noy matematiki. 1998, v. 1, no. 1, pp. 12-24 (in Russian). Belyavtsev I., Legchikov D., Starkov S., Kolesov V., Nikulin E. Approximation of the criticality margin of WWR-c reactor using artificial neuron networks. Journal of Physics: Conference Series. 2018, v. 945, pp. 012-031. Abadi M., Barham P., Chen J., Chen Zh., Davis A., Dean J., Devin M., Ghemawat S., Irving G., Isard M., Kudlur M., Levenberg J., Monga R., Moore Sh., Murray D., Steiner B., Tucker P., Vasudevan V., Warden P., Wicke M., Yu Yu., Zheng X. TensorFlow: Large-scale machine learning on heterogeneous systems. – 2015. Available at: https://www.tensorflow.org/about/bib (accessed May 2, 2018). Zaccone G. Getting Started with TensorFlow. Packt Publishing, 2016. 180 p. Lieder I., Resheff Y., Hope T. Learning TensorFlow. A Guide to Building Deep Learning Systems. O’Reilly Media, 2017, 242 p. You E.VueJs. Available at: https://vuejs.org/v2/guide/ (accessed May 2, 2018). Filipova O. Learning Vue.js 2. Learn how to build amazing and complex reactive web applications easily with Vue.js. Packt Publishing, 2016. 334 p. Street M. Vue.js 2.x by Example. Packt Publishing, 2017. 412 p. Ronacher A. Flask. Available at: http://flask.pocoo.org/ (accessed May 2, 2018). Grinberg M. Flask Web Development, 2nd Edition. O’Reilly Media, 2018. 316 p. Dwyer G. Flask by Example. Packt Publishing, 2016. 276 p. Masse M. REST API Design Rulebook. O’Reilly Media, 2011. 116 p. Richardson L., Ruby S. RESTful Web Services. O’Reilly Media, 2008. 448 p. ","date":"31 July 2018","permalink":"/en/publication/appox-software/","section":"Publications","summary":"Authors: I.","title":"Criticality margin evaluation software for WWR-c reactor"},{"content":"","date":null,"permalink":"/en/publication/","section":"Publications","summary":"","title":"Publications"},{"content":"Authors: I. Belyavtsev, D. Legchikov, S. Starkov, V. Kolesov, E. Nikulin\nTwo artificial neural networks approximating the criticality margin of the WWR-c reactor (based on model and calculated data) were created and trained. The resulting neural networks realize the correct approximation, have high accuracy, and also high speed of operation. Using the obtained artificial neural networks can be applied to accelerate the preliminary calculations of the state of the reactor.\nDOI # https://doi.org/10.1088/1742-6596/945/1/012031\nReferences # Kochnov O, Lukin N and Averin L 2008 Nuclear and Radiation Safety 18-25 Kolesov V, O Kochnov O, Volkov Y, Ukraintsev V and Fomin F 2011 Mseecmun ey3oe. Hdepnan onepsemuKa 129-133 Gorban’ A 1998 Siberian Journal of Numerical Mathematics 1 12-24 Abadi M, Agarwal A, Barham P, Brevdo E, Chen Z, Citro C, Corrado G S, Davis A, Dean J, Devin M, Ghemawat S, Goodfellow I, Harp A, Irving G, Isard M, Jia Y, Jozefowicz R, Kaiser L, Kudlur M, Levenberg J, Manè D, Monga R, Moore S, Murray D, Olah C, Schuster M, Shlens J, Steiner B, Sutskever I, Talwar K, Tucker P, Vanhoucke V, Vasudevan V, Viégas F, Vinyals O, Warden P, Wattenberg M, Wicke M, Yu Y and Zheng X 2015 TensorFlow: Large-scale machine learning on heterogeneous systems software available from tensorflow.org URL http://tensorflow.org/ ","date":"31 January 2018","permalink":"/en/publication/criticality-margin-approx/","section":"Publications","summary":"Authors: I.","title":"Approximation of the criticality margin of WWR-c reactor using artificial neuron networks"},{"content":"","date":"28 November 2017","permalink":"/en/talk/deep-learning-2/","section":"Talks and lectures","summary":"","title":"Deep learning for image processing (part 2)"},{"content":"","date":"17 November 2017","permalink":"/en/talk/deep-learning-1/","section":"Talks and lectures","summary":"","title":"Deep learning for image processing (part 1)"}]