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Shreyos Ghosh

@shreyosghosh.bsky.social

loadingshaders.xyz

597 Followers  |  545 Following  |  9 Posts  |  Joined: 16.12.2023  |  1.9342

Latest posts by shreyosghosh.bsky.social on Bluesky

Infrared captures with a 720nm filter

Infrared captures with a 720nm filter

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Infrared captures from today

31.07.2025 00:21 โ€” ๐Ÿ‘ 50    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
GitHub - elcuppietan/ancient-snowman: My first GL-based application, from way back when dinosaurs roamed the earth, and ARB_vertex_shader had not yet been released. My first GL-based application, from way back when dinosaurs roamed the earth, and ARB_vertex_shader had not yet been released. - elcuppietan/ancient-snowman

If ever you feel like your code is Real Dumb and you'll never get into graphics, please take a look at my very first OpenGL project, which I recently unearthed on an old drive. It is indeed Real Dumb, and yet I persisted. You can too!

github.com/elcuppietan/...

24.07.2025 15:03 โ€” ๐Ÿ‘ 15    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

messing with this again, converted to a forward approach... it's more efficient at resolving the caustics, but I haven't figured out what to do for the artifacts where it clips in bright areas and the aliasing patterns that happen near the refractive surfaces... something to do with the line drawing

10.07.2025 08:57 โ€” ๐Ÿ‘ 35    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Animated time of day on the Sponza scene.
#MetalRT #rendering

07.06.2025 10:11 โ€” ๐Ÿ‘ 19    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I've rendered a forgery of the nerdiest photo W.V. has ever taken.
#MetalRT #rendering

04.06.2025 22:49 โ€” ๐Ÿ‘ 25    ๐Ÿ” 2    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0
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The Vulkan porting is complete ๐ŸŽ‰ The last missing piece was the primordial raster renderer, which I am not sure why I keep around :)
All in all, it wasn't nearly as hard as I thought it would be.

25.05.2025 07:28 โ€” ๐Ÿ‘ 66    ๐Ÿ” 1    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
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More experiments with a fractal with very good geometry for representing pipes - three copies with different numbers of iterations for the sections of different material, doing like a pvc-pipe looking thing, with the other pipes done in a color constant for iron that I found and gold metallic accent

25.05.2025 13:49 โ€” ๐Ÿ‘ 38    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Raether Knob with rough glass material

Raether Knob with rough glass material

Raether Knob with diffused white material

Raether Knob with diffused white material

Raether Knob with plastic checker texture material

Raether Knob with plastic checker texture material

A little bit late but still, Happy New Year 2025 to all!

The ground texture is from: www.poliigon.com/texture/exte...

02.01.2025 19:01 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A thread full of nothing but The Last of Us part I environment photos. This game is incredibly gorgeous. Really impressive what they achieved here without ray tracing. Would love to see a long GDC talk or smth about how they made this game. There will already be posts below but I will add more.

19.12.2024 12:20 โ€” ๐Ÿ‘ 39    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 3
A scene with the Stanford Bunny sitting on top of a checker textured floor with diffuse white material.

A scene with the Stanford Bunny sitting on top of a checker textured floor with diffuse white material.

A scene with the Stanford Bunny sitting on top of a checker textured floor with dielectric glass material.

A scene with the Stanford Bunny sitting on top of a checker textured floor with dielectric glass material.

Thanks to github.com/syoyo/tinygltf,
my CPU path tracer now supports GLTF mesh rendering! ๐Ÿฅณ
Here are both of my renders of the Stanford Bunny (~75k triangles) with diffuse white and dielectric glass materials.

07.12.2024 17:36 โ€” ๐Ÿ‘ 13    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Two small diffuse white boxes placed inside a Cornell Box.

Two small diffuse white boxes placed inside a Cornell Box.

Two small diffuse white boxes placed inside a Cornell Box with rotation and translation applied.

Two small diffuse white boxes placed inside a Cornell Box with rotation and translation applied.

Two boxes with subsurface scattering material(smoke and fog) placed inside a Cornell Box with rotation and translation applied.

Two boxes with subsurface scattering material(smoke and fog) placed inside a Cornell Box with rotation and translation applied.

A render showcasing various spheres with different materials: a textured Earth sphere, a metallic sphere, a glass sphere, and a diffuse sphere, alongside a cluster of spheres, all set on a surface made with boxes with random heights and illuminated by an emissive quad.

A render showcasing various spheres with different materials: a textured Earth sphere, a metallic sphere, a glass sphere, and a diffuse sphere, alongside a cluster of spheres, all set on a surface made with boxes with random heights and illuminated by an emissive quad.

The code repo: github.com/shreyosgit/R...

#raytracing #raytracingthenextweek #cornellbox

30.11.2024 03:52 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
A scene with thousands of spheres with motion blur having diffuse, metallic, dielectric and image texture material.

A scene with thousands of spheres with motion blur having diffuse, metallic, dielectric and image texture material.

A scene with one small sphere with uv checker image texture material on top of another large sphere having procedural checker texture material.

A scene with one small sphere with uv checker image texture material on top of another large sphere having procedural checker texture material.

A scene with one small sphere resting on top of another large sphere both textured with procedural perlin noise texture material.

A scene with one small sphere resting on top of another large sphere both textured with procedural perlin noise texture material.

A scene featuring a small sphere resting on top of a larger sphere, both textured with a procedural Perlin noise material, illuminated by a small emissive sphere and an emissive quad.

A scene featuring a small sphere resting on top of a larger sphere, both textured with a procedural Perlin noise material, illuminated by a small emissive sphere and an emissive quad.

Finally, Iโ€™ve completed implementing all the concepts from the book. As promised, here are the renders of all the scenes from this book.

#raytracing #raytracingthenextweek #cornellbox

30.11.2024 03:52 โ€” ๐Ÿ‘ 28    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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GitHub - NVIDIAGameWorks/RTXGI-DDGI: RTX Global Illumination (RTXGI) RTX Global Illumination (RTXGI). Contribute to NVIDIAGameWorks/RTXGI-DDGI development by creating an account on GitHub.

[March 22, 2022]
I'm pleased to share that the RTXGI SDK v1.3.7 repo is now public (no registration required)! It includes full source code and an example implementation (D3D12 and Vulkan) that demonstrates how achieve indirect diffuse lighting with scalable costs.

github.com/NVIDIAGameWo...

25.10.2024 13:03 โ€” ๐Ÿ‘ 29    ๐Ÿ” 10    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Put this off for too long, added hot reload of shaders. Super useful for debugging, using it here to shut off albedo to see indirect lighting in isolation and then preview UVs. Fairly easy to support since everything is done through a single shader and takes less than a second to recompile.

16.11.2024 17:17 โ€” ๐Ÿ‘ 28    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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A few years ago I started implementing a 3d editor as a hobby project, prosaically named "Workbench". I dedicated a few hours to it most weeks, sometimes with months-long pauses. This is how it started and how it's going.

27.10.2024 05:53 โ€” ๐Ÿ‘ 54    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Following a single light path around twisty corridor.
By the way, the viewport is rendered integrating those long paths.

12.11.2024 06:13 โ€” ๐Ÿ‘ 50    ๐Ÿ” 8    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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[August 4, 2021]
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.

Download #RTGII here: link.springer.com/book/10.1007...

22.10.2024 13:30 โ€” ๐Ÿ‘ 46    ๐Ÿ” 17    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Shadertoy BETA

While you get started with the series, I highly suggest you look into shadertoy.com. Since, algorithms like ray tracing are highly parallelizable, learning how to write glsl shaders, will definitely help you build the raytracer.

06.11.2024 20:44 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

In terms of math skills, you need to have a basic understanding of linear algebra (mainly vectors and matrices). For programming skills, I would say, you can practice, e.g. up to the first 40 videos of The Cherno's C++ series. It covers most of the required topics used in the first two parts.

06.11.2024 20:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Hey, thanks for your comment! I think the series(not sure about the 3rd one lol) is very beginner friendly and made for someone who wants to have an introductory understanding and have a good base on how to build an offline renderer using the raytracing algorithm.

06.11.2024 20:37 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
A Cornell Box Lit with an Emissive Sphere.

A Cornell Box Lit with an Emissive Sphere.

For the past few months, I've been learning and implementing the "Ray Tracing The Next Week" Book. I'm almost done with all the concepts. Soon, I'll post more renders. Meanwhile, here's my first ever render of the Cornell Box.

#raytracing #raytracingthenextweek #cornellbox

06.11.2024 13:50 โ€” ๐Ÿ‘ 30    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Interplay of Light

Instead of copying old posts from The Other Site, I will post my blog interplayoflight.wordpress.com in case anyone finds anything interesting in there. There is no theme, I blog about whatever shiny I tinker with, although there are quite a few posts on compute shader raytracing with homemade BVHs.

26.10.2024 13:58 โ€” ๐Ÿ‘ 27    ๐Ÿ” 8    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 362 - October 20th, 2024 www.jendrikillner.com/post/graphic...

26.10.2024 04:44 โ€” ๐Ÿ‘ 86    ๐Ÿ” 29    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Graphics moved to BlueSky? Great!

While I work on the initial release of a fast, "C-with-classes", single-file BVH-builder / optimizer library, may I perhaps amuse you with some reading material on the subject:
jacco.ompf2.com/2022/04/13/h...
Comes with a github repo too!
github.com/jbikker/bvh_...

23.10.2024 10:02 โ€” ๐Ÿ‘ 59    ๐Ÿ” 16    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

Thanks for creating all these great lists that help us get started here.
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...

21.10.2024 18:23 โ€” ๐Ÿ‘ 24    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

I tried going through my following for anyone that seemed to mention graphics / engine dev / etc, and added them all to a starter pack. I might have missed people, or included people I shouldn't, but it's at least a start! Please let me know anyone else that should be included!

go.bsky.app/UFcEcV6

20.10.2024 07:27 โ€” ๐Ÿ‘ 84    ๐Ÿ” 42    ๐Ÿ’ฌ 12    ๐Ÿ“Œ 9
A render of a scene with four spheres with metallic and diffuse material.

A render of a scene with four spheres with metallic and diffuse material.

A render of a scene with four spheres with metallic, diffuse and dielectric material.

A render of a scene with four spheres with metallic, diffuse and dielectric material.

A render of a scene with four spheres with metallic, diffuse and dielectric material showcased with defocus blur effect.

A render of a scene with four spheres with metallic, diffuse and dielectric material showcased with defocus blur effect.

A render of a scene with many spheres with a combination of metallic, diffuse and dielectric material showcased with defocus blur effect.

A render of a scene with many spheres with a combination of metallic, diffuse and dielectric material showcased with defocus blur effect.

First Post!!! ๐Ÿฅณ
Last year, I made my first path tracer Raether, using the Ray Tracing in One Weekend book. Here are my renders of some of the scenes shown in the book!
The github code repo: github.com/shreyosgit/R...

#raytracinginoneweekend #pathtracing

19.10.2024 20:13 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

@shreyosghosh is following 20 prominent accounts