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Pema99

@pema99.bsky.social

Senior Graphics Engineer, Light Transport @unity.com. Check out my stuff at http://github.com/pema99 and https://pema.dev Interested in all things graphics, VR, language dev and functional programming. @pemathedev on Twitter/X.

291 Followers  |  265 Following  |  41 Posts  |  Joined: 14.11.2024  |  1.7966

Latest posts by pema99.bsky.social on Bluesky

block (singular) game

30.09.2025 09:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Its been a month since i started using @gingerbill.org 's Odin language, so I feel compelled to finally write something about that
For context: I'm working on a little steamvr overlay tool in my free time. The goal is to learn more about steamvr and to write something lower level than i usually do

29.09.2025 03:58 β€” πŸ‘ 13    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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12 angry men (1957)

25.09.2025 17:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Remember what they took from us

02.09.2025 09:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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πŸ”·I've just released my soft outline shader!πŸ”·

Do bloom-like effects on your avatar without post processing or screen effects! Vid has examples!

15% off for the first 48 hours!⬇️Link Below!⬇️

I am also doing a giveaway, like❀️, repost πŸ”, and follow to enter!

#VRChat #ZekkDev

19.08.2025 12:49 β€” πŸ‘ 167    πŸ” 53    πŸ’¬ 7    πŸ“Œ 4

pretty

10.08.2025 00:14 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
IOI Careers Welcome to IOI Careers. Explore open jobs, and dive into our five unique studios across Copenhagen, MalmΓΆ, Barcelona, Istanbul, and Brighton.

We are looking for a Vulkan engineer to join our render team at IOI! Available locations are Copenhagen, Malmo and Barcelona. Feel free to reach out if you are interested or have question πŸ˜„
ioi.dk/careers?pane...

06.08.2025 09:48 β€” πŸ‘ 14    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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πŸ“

#art

03.08.2025 22:04 β€” πŸ‘ 490    πŸ” 163    πŸ’¬ 12    πŸ“Œ 0

lmao

30.07.2025 18:55 β€” πŸ‘ 242    πŸ” 56    πŸ’¬ 31    πŸ“Œ 4
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29.07.2025 19:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used!
Thanks to @pema99.bsky.social for implementing this feature!

01.07.2025 02:04 β€” πŸ‘ 146    πŸ” 40    πŸ’¬ 10    πŸ“Œ 1
Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.

Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.

Photons are shot from the area light. The distribution is horrendous and needs a little work.

Photons are shot from the area light. The distribution is horrendous and needs a little work.

Photons are shot from the area light. The distribution is tweaked a bit but still bad.

Photons are shot from the area light. The distribution is tweaked a bit but still bad.

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Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good.
#metalrt #rendering

27.06.2025 12:28 β€” πŸ‘ 16    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

(Tarkus, 1972, Emerson Lake and Palmer)

26.06.2025 22:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

What album or artist would you say profoundly reshaped the way YOU perceive music?

26.06.2025 22:52 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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Area Light Volumes... Thanks to @pema99.bsky.social for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!

08.06.2025 02:39 β€” πŸ‘ 63    πŸ” 8    πŸ’¬ 1    πŸ“Œ 0
Particle gravity towards VRC Light Volume light direction
YouTube video by d4rkpl4y3r Particle gravity towards VRC Light Volume light direction

I made my fluid sim particles got towards the nearest light from the light volumes.
youtu.be/i8PFoagQhP0

20.05.2025 18:06 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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reflection probe any% world record

02.03.2025 00:44 β€” πŸ‘ 222    πŸ” 12    πŸ’¬ 7    πŸ“Œ 2
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 β€” πŸ‘ 173    πŸ” 55    πŸ’¬ 3    πŸ“Œ 0

good riddance

11.05.2025 22:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Slang can be made extremely close to GLSL/Shadertoy style of shaders by using a set of defines and typealiases, I've made a template in compute.toyts just for that compute.toys/view/1947
I also ported my most popular shadertoy using it:
compute.toys/view/1948

11.05.2025 14:37 β€” πŸ‘ 21    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

This is a fun story, thanks for sharing :) I'm gonna refrain from looking at the patent, as I do for all software patents.

11.05.2025 18:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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I did notice a single line in the DX11.3 spec "D3D11.3 will allow approximations to this effect." but didn't see something similar for the GLES3.2 spec. Taking another look now, I realize there is a similar approximation blurb, it was just hiding on the next page, heh

11.05.2025 18:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hmm.. I see what you mean. Here's the plot with your suggestion:

11.05.2025 12:16 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Interestingly, the GLES3.2 spec amends the relevant section to _very briefly_ mention elliptical footprint. Vulkan spec has a similar small paragraph. Seems to me like that would put Mesa in violation of both specs?

11.05.2025 11:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
3dfx Voodoo2

3dfx Voodoo2

VideoCore IV

VideoCore IV

Geforce2 GTS

Geforce2 GTS

PowerVR PCX2

PowerVR PCX2

one of the curious things I try with different GPUs is r_colorMipLevels 1 in q3dm1 on Quake3

11.05.2025 04:30 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

What did you have in mind? πŸ€”

11.05.2025 10:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Good suggestion, I just tried it out, pretty close to the hardware though still a bit off. They might be using some variant of this with some fudge/bias.

11.05.2025 10:48 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Here's Mesa is you are curious github.com/anholt/mesa/...

11.05.2025 10:33 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I did actually read the source code of several software renderers, including Mesa. I didn't find any that perform the elliptical transformation I describe, so they weren't very interesting to me.

11.05.2025 10:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Thanks, I've corrected it :)

11.05.2025 10:26 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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