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rgbaxyzw

@rgbaxyzw

20 year real-time graphics pixel peeker; currently working in video games.

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17.10.2024
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Latest posts by rgbaxyzw @rgbaxyzw

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You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible.
Part 2 will come next week.
momentsingraphics.de/Radiometry1B...

12.01.2025 19:44 πŸ‘ 78 πŸ” 22 πŸ’¬ 0 πŸ“Œ 0
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Today we, a majority of video game workers at ZeniMax Online Studios and the workers behind ESO, are proud to announce the launch of our union with
@cwaunion.bsky.social! ✊

13.12.2024 00:24 πŸ‘ 497 πŸ” 190 πŸ’¬ 25 πŸ“Œ 35
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GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited

Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj

10.12.2024 13:04 πŸ‘ 156 πŸ” 40 πŸ’¬ 5 πŸ“Œ 1

It has been exactly one year since my surgery. It's been a long road of physical therapy but I am nearly back to 100% parity with my opposite leg. Probably won't play a game of soccer or basketball any time soon though :)

10.12.2024 20:18 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I feel like everybody has to get one bad injury as they grow older to reconcile their age with expectations. Mine was ACL + meniscus tear. The plus side being once it happens you can pivot and live a healthier life

10.12.2024 18:59 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Refracting Pixels | Froyok - LΓ©na Piquet What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...

www.froyok.fr/blog/2024-12... A nice collection of existing methods for refraction in games

04.12.2024 20:35 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

you can now! join us join us join us

20.11.2024 22:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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This is getting a lot of new attention. If you like this topic, I have a newer blog post on how to make a low discrepancy shuffle iterator.
blog.demofox.org/2024/05/19/a...

30.09.2024 16:16 πŸ‘ 14 πŸ” 3 πŸ’¬ 1 πŸ“Œ 0
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GitHub - Celtoys/clReflect: C++ Reflection using clang C++ Reflection using clang. Contribute to Celtoys/clReflect development by creating an account on GitHub.

github.com/Celtoys/clRe...

12.11.2024 14:30 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Not a CDPR dev, but this doesnt look like a probe issue. Looks like per-vertex data, possibly sky visibility information, that was baked for one mesh topology but wasn't properly updated after the mesh toplogy changed.

07.11.2024 21:28 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Hello friends. I have made the leap. I think maybe I will keep this account semi-anonymous.. maybe I will post more without fear of misrepresenting my employer or implicating myself in some way πŸ˜†

21.10.2024 22:01 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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shaderbits.com/blog/octahed... was a feature in UE4 that is not dissimilar

21.10.2024 12:53 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I am also feeling that split. I couldn't stick with Mastodon so I am going to try and post gfx programmer stuff here and hopefully over time that will shift!

20.10.2024 13:32 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0