this is fine
24.06.2025 22:58 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0@avilapa.bsky.social
Convserving energy as a Graphics Programmer at Rockstar Games (North). Opinions my own.
this is fine
24.06.2025 22:58 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Finished Expedition 33 and all the side content! I had tremendous amounts of fun throughout the 60 odd hours it took me to finish it (I did have to cheese Simon, I'm not built like that). Congrats to the development team, and thanks for all the chroma ๐จโ๐จ
24.05.2025 14:54 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Still January so happy new year.
24.01.2025 20:17 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Put my 18 inches of Messmer in a Messmer sized box
15.12.2024 15:39 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0I found an Elden Ring evergaol IRL
17.11.2024 06:35 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Who is he
16.11.2024 02:37 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Finally got to meet my idol
10.11.2024 21:57 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Kamppi Chapel in Helsinki, looking very dark at grazing angles.
Something's wrong with the Fresnel term on the BRDF, may have forgotten to invert the cosine term ๐ค
08.11.2024 08:57 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Please check out Ruben's post on order-independent transparency! My blog posting senses are tingling!
05.11.2024 20:07 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Hola graphics people! โค๏ธ
I've been meaning to do some write-ups that are hopefully useful, so this first one is about my approach to Order-Independent Transparency.
osor.io/OIT
๐Super excited to finally release this!๐
I hope you enjoy it!
Super Mario 64 (1996, Nintendo 64) uses blob shadows for characters. Left: A blob shadow overlapping with tree shadows. Center: A blob shadow getting clipped using a hardware decal feature. Right: All moving characters and objects have their own shadow. The clipped shadow inside that transparent bubble shows the limitation of the Nintendo 64 decal feature. Screenshots taken in the ares emulator.
Left: Crash Bandicoot: Warped (1998, PlayStation) renders shadow textures at runtime. Right: Soldier of Fortune (2000, PC) also does but at a lower resolution.
I wrote about video game shadow techniques on my blog:
๐ 30fps.net/pages/videog...
I've always liked different ways to draw shadows in games. I went and tried to find visually distinct examples and explain their differences. I hope you'll find it inspiring!
I feel like in the past few years I've unlearned how to tweet. The website kept getting worse and worse. I used to really enjoy sharing my thoughts, shiny pixels and random pictures. So far I'm enjoying Bluesky, so I'm going to force myself to be a bit more active for a while and see if it sticks :)
24.10.2024 17:45 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0A new Diffuse BRDF just dropped! Count me in, looks exciting.
24.10.2024 17:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Forward from X:
โEON: A practical energy-preserving rough diffuse BRDFโ, by
Jamie Portsmouth, Peter Kutz, and Stephen Hill.
Link:
arxiv.org/abs/2410.18026
(GLSL code in paper)
Abstract: "We introduce the "Energy-preserving Oren--Nayar" (EON) model for reflection from rough surfaces. ..."
Hello hello, let's see if this one sticks.
20.10.2024 13:57 โ ๐ 9 ๐ 0 ๐ฌ 2 ๐ 0