block (singular) game
30.09.2025 09:31 β π 2 π 0 π¬ 0 π 0@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.
block (singular) game
30.09.2025 09:31 β π 2 π 0 π¬ 0 π 0Its 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
12 angry men (1957)
25.09.2025 17:20 β π 1 π 0 π¬ 0 π 0Remember what they took from us
02.09.2025 09:35 β π 0 π 0 π¬ 0 π 0π·I've just released my soft outline shader!π·
Do bloom-like effects on your avatar without post processing or screen effects! Vid has examples!
15% off for the first 48 hours!β¬οΈLink Below!β¬οΈ
I am also doing a giveaway, likeβ€οΈ, repost π, and follow to enter!
#VRChat #ZekkDev
pretty
10.08.2025 00:14 β π 0 π 0 π¬ 0 π 0We 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 π
ioi.dk/careers?pane...
π
#art
lmao
30.07.2025 18:55 β π 242 π 56 π¬ 31 π 4Light 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!
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 tweaked a bit but still bad.
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
(Tarkus, 1972, Emerson Lake and Palmer)
26.06.2025 22:52 β π 1 π 0 π¬ 0 π 0What album or artist would you say profoundly reshaped the way YOU perceive music?
26.06.2025 22:52 β π 2 π 0 π¬ 2 π 0Area 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 π 63 π 8 π¬ 1 π 0I made my fluid sim particles got towards the nearest light from the light volumes.
youtu.be/i8PFoagQhP0
reflection probe any% world record
02.03.2025 00:44 β π 222 π 12 π¬ 7 π 2In 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...
good riddance
11.05.2025 22:40 β π 1 π 0 π¬ 0 π 0Slang 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
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 π 1 π 0 π¬ 1 π 0I 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 π 1 π 0 π¬ 0 π 0Hmm.. I see what you mean. Here's the plot with your suggestion:
11.05.2025 12:16 β π 2 π 0 π¬ 0 π 0Interestingly, 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 π 0 π 0 π¬ 1 π 03dfx Voodoo2
VideoCore IV
Geforce2 GTS
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 π 11 π 1 π¬ 0 π 0What did you have in mind? π€
11.05.2025 10:54 β π 0 π 0 π¬ 1 π 0Good 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 π 0 π 0 π¬ 1 π 0Here's Mesa is you are curious github.com/anholt/mesa/...
11.05.2025 10:33 β π 2 π 0 π¬ 1 π 0I 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 π 1 π 0 π¬ 1 π 0Thanks, I've corrected it :)
11.05.2025 10:26 β π 0 π 0 π¬ 0 π 0