Went on a little sidequest and implemented device generated commands
06.08.2025 22:18 β π 3 π 0 π¬ 0 π 0@xanderstudios.eu.bsky.social
Graphics Programmer Intern @ Ubisoft MTP 18yo | he/him | Montpellier, France π«π· FranΓ§ais/English/Norsk OK + ζ₯ζ¬θͺ N5 Tinkering with rays, meshlets and console platforms Final year of BSc Student Game Dev
Went on a little sidequest and implemented device generated commands
06.08.2025 22:18 β π 3 π 0 π¬ 0 π 0The idea of "not talking politics" sounds lovely until you realize that your politics are "nobody should starve" and theirs are "have your family exterminated and you thrown in a concentration camp", but you're both agreeing joyfully that Mario Party really does suck.
05.08.2025 14:18 β π 656 π 119 π¬ 13 π 1The fact a Macbook Pro genuinely mogs a mid-range gaming laptop in every way for graphics is insane to me
I guess the only issue would be no multi draw indirect but to be fair nothing stops you from emulating it...
Nothing makes me more uncomfortable than having to take my gaming laptop, my only computer, in a train to do some work
That little guy will blow air like an airplane motor and yet it still can't do RT hard shadows on Sponza @ 1080p under 2ms
It is sad to say I have to save up for a Macbook Pro
Losing my mind trying to denoise stochastic RT shadows this shit is HARD
04.08.2025 12:08 β π 7 π 0 π¬ 0 π 0I stopped counting how many girl friends I had that genuinely considered OF as a viable career path, some of them as young as 15, genuinely horrifying
04.08.2025 08:26 β π 0 π 0 π¬ 1 π 0Oof I have no idea how to add that but I can take a look XD
01.08.2025 07:50 β π 0 π 0 π¬ 1 π 0I wrote it late at night so donβt expect something super high quality XD was more like just writing down my thoughts
30.07.2025 07:07 β π 1 π 0 π¬ 1 π 0Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is β¬οΈ
29.07.2025 20:33 β π 18 π 2 π¬ 3 π 0Way too much
16.07.2025 07:51 β π 0 π 0 π¬ 0 π 0Often, I'm wondering how many amazing work from cool minds we collectively miss because we decided that everyone need to throw all their energy and waking moment tied at work because some people decided we need money to live.
16.07.2025 07:04 β π 4 π 1 π¬ 1 π 0Itβs honestly alright but Iβm not a fan of no shader debugging in GPU debuggersβ¦ I also didnβt even use the template interface whatever features because I wasnβt sure how the output ISA would look
With HLSL itβll also facilitate adding Metal later this year
Oops, spoilers π€
After a few months of Slang usage I switched back to HLSL
I appreciate the effort to make something uniform for every API but realistically you will have to do divergence shit for bindless and whatnot
Also compiler was a bit unstable in my experienceβ¦
More common and faster to do postfx, lens sampling is only when you do full RT, my renderer is hybrid :D
10.07.2025 22:13 β π 2 π 0 π¬ 0 π 0Idea behind this roadmap is that it gives me all the tools available to survive in a modern AAA renderer whilst also working on stuff that I personally find interesting and fun.
End of thread! Again, code is available at github.com/AmelieHeinri.... Go star it or roast my code if you want :D
The long term roadmap for my project is also updated:
- Raytraced soft shadows
- SVGF denoising
- Raytraced reflections
- Raytraced AO
- Dynamic Diffuse Global Illumination
- Cluster culling & LODing via mesh shaders
- Temporal Anti-Aliasing
- Bloom
- 6-pass Bokeh DOF
Right now main priorities is making CSM look better, fixing it on Vulkan, and then start reading up on raytraced soft shadows and patching up an initial implementation.
10.07.2025 12:32 β π 1 π 0 π¬ 1 π 0Test wise, I added one for block compression and opaque instances for TLASes. When I have indirect commands implemented I'll also write tests for that.
10.07.2025 12:32 β π 2 π 0 π¬ 1 π 0As for the main bugs I've encountered, my engine just dies on AMD. D3D12 has a device lost and Vulkan fails to create the device. I sadly don't have an AMD card to test it out on so RIP. CSM also doesn't work on Vulkan.
10.07.2025 12:32 β π 2 π 0 π¬ 1 π 0I also re-added my initial pathtracing code though right now it basically doesn't do anything. No specular lobe, no light sampling, no skybox... need to work on that as well
10.07.2025 12:32 β π 3 π 0 π¬ 1 π 0Main issue with CSM right now (outside of the fact that my impl looks like ass) is that it doesn't really work on Vulkan, so I need to fix that too
10.07.2025 12:32 β π 1 π 0 π¬ 1 π 0Little update on my renderer Seraph. π§΅
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
Am in Montpellier right now in a cramped student dorm with no AC and it's gonna be 40 degrees tomorrow. It has never been so over before
27.06.2025 15:53 β π 3 π 0 π¬ 0 π 0Playing Death Stranding 2, and aside from the fact it's the best looking game I've ever seen, the whole game has just been:
>oh this guy has a hand made of tar.
>"hi im tarman"
>oh this guy is a doll
>"hi im dollman"
>oh this girl dances in the rain
>"hi im rainy"
Took the time to redo my portfolio. Even added a few languages and made it so that I could write blog posts in the future :)
Up at amelieheinrich.com (haven't tested on mobile lol)
The source code is available at github.com/AmelieHeinri.... Feel free to check it out :D
13.06.2025 11:51 β π 1 π 0 π¬ 0 π 0Overall the RHI still has a lot of room for improvement -- synchronization is kinda hard coded so no multi-queue, no support for indirect yet, no support for low level allocation of GPU heaps etc. It does the job for now but it will need some rework. Thankfully I got the test system to help :)
13.06.2025 11:51 β π 0 π 0 π¬ 1 π 0And now that the RHI is functional, my next target will be to actually do something with it. Over the course of this weekend and next week I'll attempt to implement tiled and clustered light culling. Then move on to AO etc.
13.06.2025 11:51 β π 0 π 0 π¬ 1 π 0The test results are then written to a JSON file that I can then load and render in an HTML file. I went with this so I could easily get a pretty UI without too much trouble. Writing tests isn't my strong suite but I'm covering a few cases for now (ray query, simple compute, meshlet triangle)...
13.06.2025 11:51 β π 0 π 0 π¬ 1 π 0