Going to get into L-Systems soon.
#graphics #graphicsprogramming
Going to get into L-Systems soon.
#graphics #graphicsprogramming
Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
For some reason I could post this with the phone app but not the browser.
I spent my holidays stacking boxes in cyberspace. (Video 10x speed)
#physics #gamedev
Demo of bilinear interpolation of SDF samples:
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
I was just there!
RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis
Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic
tl;dr: empty-space skipping and adaptive sampling+reordering of primitives&rays+scale-regularization
arxiv.org/abs/2509.07782
This was a lovely read. Always great to hear about companies that go out of their way to respect their users. Need to give www.calligraphr.com a try!
chameth.com/making-a-fon...
New VFX/Tech Art Newsletter is out!
πRead online: simonschreibt.de?na=view&id=42
βSubscribe: simonschreibt.de/newsletter/
#gamedev #realtimevfx #vfx #techart
Finally finished part 4 of my Godot Grass Rendering Series! In this one, we'll dive deep into level-of-detail and impostors to create an infinite field of grass while keeping the GPU cool:
hexaquo.at/pages/grass-...
#godot #gamedev
Well this was a delightful read.
www.makingsoftware.com/chapters/col...
Probably the most common newb shader mistake is ignoring aspect ratio:
vec2 coord = fragCoord / resolution * 2.0 - 1.0;
Instead of:
vec2 coord = (fragCoord*2.0 - resolution) / resolution.y;
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
Derivatives, Gradients, Jacobians and Hessians β Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.
Project page: graphics.cs.utah.edu/research/pro...
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
Visual Studio's Memory Layout visualiser is a nice way to detect misalignment issues between C++ and HLSL buffers, in this particular case for a structured buffer, where XMMATRIX is 16-byte aligned, while in HLSL it will be a float4x4 with 4-byte alignment, causing errors.
The drawing and annotation tools in Radical Pie are finished! Now, I can type an equation and add highlighting, arrows, labels, etc., as shown in the following examples. All drawing objects are attached to anchor points in the equation, so they move and resize dynamically.
It's time to share the program for the 2025 Advances in Real-time Rendering in Games.
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
I got VR finger tracking to work with a rigged mesh. It's still slightly scuffed.
Hi from Greenland everyone βοΈ!
Iβm a bit busy guiding our red sails tours here these days so I donβt post much, but I thought Iβd share a little glimpse from yesterday night sailing β΅οΈπ§.
Thatβs shot around 12pmβ¦
Finger tracking soon.
#screenshotsatuday #vr
Scientists have been trying to understand the vocalizations of birdsβand discovering that the animals have intellectual abilities far greater than most people had imagined.
My vr physics engine is slowly coming together
#screenshotsaturday #vr
Iβll be speaking about Box2D optimizations at the #GDC2025. Iβll be diving into the details of implementing fast continuous physics. This presentation has a new format Iβve developed recently. Iβm really excited to share it!
schedule.gdconf.com/session/opti...
This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...
Another π§΅ on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free.
It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives.
momentsingraphics.de/HPGPoster202...
Funny how you just need to break some angles to turn kitchen environment into a spaceship.
Decided to check out how water is rendered in Counter-Strike 2.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)