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@nagakagachi

グラフィックスプログラミングを注視する土偶 Graphics programmer https://twitter.com/nagakagachi https://github.com/nagakagachi https://nagakagachi.hatenablog.com/

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05.08.2023
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Latest posts by なが @nagakagachi

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Ray-Guiding

08.03.2026 12:40 👍 2 🔁 0 💬 0 📌 0
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2048 sample

08.03.2026 05:37 👍 1 🔁 0 💬 0 📌 0

No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.

github.com/microsoft/Di...

06.03.2026 13:14 👍 0 🔁 0 💬 0 📌 0

hope this helps @okremiok.bsky.social c:

24.02.2026 18:05 👍 479 🔁 50 💬 14 📌 2
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sw raytraced sky visibility with mainlight direction debug.

22.02.2026 11:22 👍 0 🔁 0 💬 0 📌 0
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw

15.02.2025 09:49 👍 88 🔁 20 💬 2 📌 0
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dynamic deform
soft body

UE5

11.02.2026 05:29 👍 0 🔁 0 💬 0 📌 0
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ue5 approx soft body (non Niagara)

08.02.2026 13:43 👍 1 🔁 1 💬 0 📌 0
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Lightweight Dynamic Deform System WIP

08.02.2026 06:37 👍 0 🔁 0 💬 0 📌 0
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((‹( ˘꒳​˘ )›))
((‹( ˘꒳​˘ )›))
((‹( ˘꒳​˘ )›))

UE5 dynamic deformation material WIP

07.02.2026 10:06 👍 0 🔁 0 💬 0 📌 0
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Working on documenting frustum grids, rebuilding it piece by piece with Claude based on an earlier version that unfortunately got mangled by overly aggressive self-review: gist.github.com/vassvik/1ed6...

Still quite a bit missing, but getting there

01.02.2026 00:41 👍 15 🔁 1 💬 1 📌 0
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IBL + dynamic sky occlusion shadow

31.01.2026 13:29 👍 1 🔁 0 💬 0 📌 0
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Sky Visibility Debug on Surface Normal

31.01.2026 08:27 👍 1 🔁 0 💬 0 📌 0
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sky occlusion ssprobe apply to IBL WIP

21.01.2026 22:33 👍 2 🔁 0 💬 0 📌 0
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(゜-゜)RTX5070TI

21.01.2026 15:09 👍 1 🔁 0 💬 0 📌 0
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Dynamic Sky Occlusion ( no HW RT)

(゚∀゚)ダイナミック

21.01.2026 15:07 👍 2 🔁 0 💬 1 📌 0
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ScreenSpace Probe WIP

20.01.2026 15:37 👍 2 🔁 0 💬 0 📌 0
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Fibonacci Spiral Points

テスト

www.shadertoy.com/view/w3tcWX

18.01.2026 09:08 👍 3 🔁 0 💬 0 📌 0
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Current progress on my Bitonic sort obsession, compared against GPUSorting's OneSweep implementation (github.com/b0nes164/GPU...) as a reference

32-bit keys only. Tried to pick the best tuning parameters for the OneSweep reference to steelman the comparison

On my Blackwell Pro 5000 Mobile laptop

17.01.2026 13:31 👍 26 🔁 1 💬 2 📌 0
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GTAO BentNormal (radius 32, 8*8*2=128 sample)

PlaneApproximate BentNormal (radius 32, 16 sample)

17.01.2026 06:02 👍 1 🔁 0 💬 0 📌 0
Volume Rendering 方程式の背景を調べる

レイトレアドベントカレンダー2025に投稿しました
k-ishiyama.github.io/gpn/blog/202...

15.01.2026 15:07 👍 4 🔁 5 💬 0 📌 0

In HLSL, calling
GoldNoise(DispatchThreadID.xy, 1.0)
produces NaNs for certain values of DispatchThreadID.xy, e.g. (994, 581).

It doesn’t happen when I pass constant values, so it seems to occur only for non-uniform inputs ?🤔?

shadertoy.com/view/ltB3zD

12.01.2026 11:57 👍 2 🔁 0 💬 0 📌 0
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low sample ao

referenced->
Jimenez et al. / Practical Real-Time Strategies for Accurate Indirect Occlusion

11.01.2026 07:40 👍 1 🔁 0 💬 0 📌 0

ハピニュ

31.12.2025 15:56 👍 2 🔁 0 💬 0 📌 0
Preview
GitHub - nagakagachi/sample_project Contribute to nagakagachi/sample_project development by creating an account on GitHub.

readme update

Adaptive Software Tessellation with Concurrent Binary Trees

github.com/nagakagachi/...

18.12.2025 22:29 👍 4 🔁 0 💬 0 📌 0
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dynamic Is All You Need

18.12.2025 15:10 👍 3 🔁 0 💬 0 📌 0
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 👍 467 🔁 191 💬 19 📌 12
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Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering.
Project Page: graphics.cs.utah.edu/research/pro...

@daqilin.bsky.social @tizian.bsky.social

14.12.2025 22:12 👍 52 🔁 12 💬 1 📌 0
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"Neon"
for(float i,d,z;i++<1e2;){vec3 p=z*normalize(r.xyy-FC.rgb*2.)-1.;d=max(p.y,0.);p.y-=d+d;p.z+=t;z+=d=.3*(.1*d+.01+length(vec2(cos(p.z*6.)/6.,1.-dot(cos(p),sin(p).yzx)))/++d/d);o+=(cos(p.z+vec4(0,1,3,0))+1.5)/d/z;}o=tanh(o/8e2);

15.05.2025 16:19 👍 42 🔁 8 💬 0 📌 0
Left. The dominant axis is x.
We first translate the ray along its direction vector such that the
transformed ray’s origin o coincides with the subspace spanned by
the other, non-dominant axes (only y in this 2D-example). Scaling
the direction vector by 1/dx the x-component of the transformed
ray’s direction d becomes 1. Now the intersection ray parameter
with the near and far plane along the x-axis directly corresponds
to the bounding box coordinates bminX and bmaxX without any further computations required

Left. The dominant axis is x. We first translate the ray along its direction vector such that the transformed ray’s origin o coincides with the subspace spanned by the other, non-dominant axes (only y in this 2D-example). Scaling the direction vector by 1/dx the x-component of the transformed ray’s direction d becomes 1. Now the intersection ray parameter with the near and far plane along the x-axis directly corresponds to the bounding box coordinates bminX and bmaxX without any further computations required

Axis-Normalized Ray-Box Intersection
"By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%"
graphics.tu-bs.de/publications...

15.05.2025 08:46 👍 30 🔁 6 💬 1 📌 0