Demo of bilinear interpolation of SDF samples:
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
05.11.2025 22:25 β π 20 π 2 π¬ 2 π 0
I was just there!
13.09.2025 18:19 β π 1 π 0 π¬ 1 π 0
Making a font of my handwriting Β· Chameth.com
This was a lovely read. Always great to hear about companies that go out of their way to respect their users. Need to give www.calligraphr.com a try!
chameth.com/making-a-fon...
06.09.2025 12:32 β π 23 π 1 π¬ 1 π 0
New VFX/Tech Art Newsletter is out!
πRead online: simonschreibt.de?na=view&id=42
βSubscribe: simonschreibt.de/newsletter/
#gamedev #realtimevfx #vfx #techart
01.09.2025 15:48 β π 30 π 9 π¬ 0 π 0
Finally finished part 4 of my Godot Grass Rendering Series! In this one, we'll dive deep into level-of-detail and impostors to create an infinite field of grass while keeping the GPU cool:
hexaquo.at/pages/grass-...
#godot #gamedev
25.08.2025 16:17 β π 138 π 27 π¬ 9 π 0
Probably the most common newb shader mistake is ignoring aspect ratio:
vec2 coord = fragCoord / resolution * 2.0 - 1.0;
Instead of:
vec2 coord = (fragCoord*2.0 - resolution) / resolution.y;
21.08.2025 17:55 β π 35 π 5 π¬ 2 π 0
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
Derivatives, Gradients, Jacobians and Hessians β Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
17.08.2025 04:33 β π 130 π 34 π¬ 3 π 1
GPU Work Graphs Course
#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
10.08.2025 21:01 β π 41 π 16 π¬ 0 π 0
The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.
Project page: graphics.cs.utah.edu/research/pro...
17.07.2025 07:05 β π 18 π 4 π¬ 0 π 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
10.08.2025 14:46 β π 110 π 55 π¬ 1 π 0
Visual Studio's Memory Layout visualiser is a nice way to detect misalignment issues between C++ and HLSL buffers, in this particular case for a structured buffer, where XMMATRIX is 16-byte aligned, while in HLSL it will be a float4x4 with 4-byte alignment, causing errors.
10.08.2025 15:11 β π 46 π 1 π¬ 3 π 0
It's time to share the program for the 2025 Advances in Real-time Rendering in Games.
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
06.08.2025 05:53 β π 69 π 31 π¬ 2 π 0
I got VR finger tracking to work with a rigged mesh. It's still slightly scuffed.
04.08.2025 06:51 β π 0 π 0 π¬ 0 π 0
Hi from Greenland everyone βοΈ!
Iβm a bit busy guiding our red sails tours here these days so I donβt post much, but I thought Iβd share a little glimpse from yesterday night sailing β΅οΈπ§.
Thatβs shot around 12pmβ¦
03.08.2025 14:12 β π 14299 π 1440 π¬ 535 π 93
Finger tracking soon.
#screenshotsatuday #vr
03.08.2025 09:36 β π 0 π 1 π¬ 0 π 0
How Scientists Started to Decode Birdsong
Language is said to make us human. What if birds talk, too?
Scientists have been trying to understand the vocalizations of birdsβand discovering that the animals have intellectual abilities far greater than most people had imagined.
01.08.2025 00:47 β π 1621 π 362 π¬ 87 π 54
My vr physics engine is slowly coming together
#screenshotsaturday #vr
26.07.2025 21:04 β π 3 π 1 π¬ 0 π 0
Optimizing Continuous Physics in Box2D | 2025 Schedule | Game Developers Conference (GDC)
Attend 750 sessions for game designers, programmers, artists, producers, audio, business, and marketing professionals over 5 days at GDC.
Iβll be speaking about Box2D optimizations at the #GDC2025. Iβll be diving into the details of implementing fast continuous physics. This presentation has a new format Iβve developed recently. Iβm really excited to share it!
schedule.gdconf.com/session/opti...
13.02.2025 18:12 β π 29 π 5 π¬ 2 π 0
YouTube video by Casey Muratori
Implementing GJK - 2006
This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...
11.07.2025 15:03 β π 18 π 8 π¬ 2 π 0
Another π§΅ on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
24.06.2025 00:17 β π 62 π 12 π¬ 2 π 0
Derivatives of Spherical Harmonics
Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free.
It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives.
momentsingraphics.de/HPGPoster202...
15.06.2025 13:56 β π 51 π 9 π¬ 2 π 0
Funny how you just need to break some angles to turn kitchen environment into a spaceship.
15.06.2025 12:41 β π 8735 π 1964 π¬ 114 π 103
I just spent 15 minutes trying to figure out why a transparent blue cube wasn't rendering, only to realize it was my blue light blocking glasses.
11.06.2025 02:43 β π 0 π 0 π¬ 0 π 0
Added a hinge to the shotgun. It's harder than it looks.
#screenshotsaturday #physics
07.06.2025 23:22 β π 4 π 0 π¬ 0 π 0
YouTube video by Unreal Engine
Livestream 2, Day 2 | Unreal Fest 2025
More rendering tech details on how the Witcher 4 UE5 demo works youtu.be/0X6amtHcrUE?...
04.06.2025 22:39 β π 39 π 5 π¬ 1 π 0
YouTube video by IGN
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
03.06.2025 18:19 β π 209 π 46 π¬ 14 π 2
I am an Associate Professor in the School of Computing at Clemson University. I work in the Visual Computing research division, focusing on the acquisition, processing, and synthesis of visual information.
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/
That guy who makes visual essays about software at https://samwho.dev.
Developer Educator @ ngrok.com. Want to pair on something ngrok related? Let's do it! https://cal.com/samwho/workhours
He/him.
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
shape engineer β§ @desktopgeneration.com β± commission slots open, DM/Email for info! β§ π§βchocographix@gmail.com β± https://patreon.com/chocographix β§ Portfolio β https://chocographix.net
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
Rendering, ray tracing, Metal API.
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Game/Tool/System programming and API design.
10x Editor, FramePro, FastFind, VMem, Ex Lionhead.
Low level core coder, tools, tech, perf.
https://10xeditor.com
β’ Creator of Radical Pie equation editor, Slug Library, C4 Engine
β’ Math / gamedev author
β’ Geometric algebra researcher
β’ Former Naughty Dog, Apple, Sierra
Programming! - previously at Epic Games, Unity Technologies, Paradox Dev Studios
https://blog.s-schoener.com
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
Graphics/Engine Programmer. Prog metal nerd.
https://www.shadertoy.com/user/piyushslayer
Contract Material Artist | 15+ years in the games industry | Ex-Level Designer and 3D Artist | Award winning modder | Leipzig, Germany
www.artstation.com/steppenwolf
www.fab.com/sellers/STW_Shop
VFX-computer graphic and programming stuff.
To share/find interesting stuff.
https://www.shadertoy.com/user/morimea - Shadertoy
https://github.com/danilw - blog posts there
Code artist. Graphics programmer (ex Jumpship Studio). Web developer (ex Last.fm). he/him
mastodon.gamedev.place/@tdhooper Β· x.com/tdhooper Β· stainlessvision.com