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Ken Hu

@kenhu07.bsky.social

________(:з」∠)________ Graphics Programmer

226 Followers  |  653 Following  |  7 Posts  |  Joined: 17.12.2023  |  2.2335

Latest posts by kenhu07.bsky.social on Bluesky

Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast Game Architectures with Alex Evans and Anton Mikhailov

i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...

01.11.2025 19:06 — 👍 39    🔁 15    💬 2    📌 2
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In order to get to the morphs we have in Keeper now I first experimented with different approaches. Here is one of the early tests in which "surflets" are used to transform from one to another mesh. I still love the "wiggly paths" during the transition.

27.10.2025 19:26 — 👍 56    🔁 5    💬 3    📌 0
a 2D proof of concept of the jump flooded cone map

a 2D proof of concept of the jump flooded cone map

I'd heard of cone stepping before, but the big question for me was whether it was even possible to generate them in real-time with jump flooding, especially cones of different sizes rather than just at different heights, and if you can scale it from 1D to 2D

turns out, the answer is, yeah, you can!

21.10.2025 02:16 — 👍 84    🔁 2    💬 4    📌 0
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via the magic of laion_clap embeddings and umap, my live coding thingy has a sample browser at last!

31.10.2025 18:27 — 👍 52    🔁 11    💬 6    📌 0
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I've pushed some updates to github.com/andrewwillmo... over the last weeks, including an incremental Sobol generator, some ToTriangle/ToRot variations, Gaussian walks and events, and a jitter modifier. My little test-suite GUI app for it is now online too: andrewwillmott.github.io/app/GenDistT...

06.10.2025 17:56 — 👍 2    🔁 1    💬 0    📌 0

Couple pieces about this work -

about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...

about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...

29.09.2025 12:07 — 👍 25    🔁 5    💬 0    📌 0
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The performance impact of vertex shader exports Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…

Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...

21.09.2025 20:05 — 👍 50    🔁 13    💬 2    📌 0
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.

10.09.2025 15:51 — 👍 45    🔁 9    💬 0    📌 0
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar

Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...

03.09.2025 19:54 — 👍 47    🔁 11    💬 0    📌 0

Hi, is there any particular reason the "Part I" is not livestreamed nor recorded? Really like to watch the talk with virtual access.

13.08.2025 03:42 — 👍 0    🔁 0    💬 0    📌 0

Somehow "Part I" of Advances in Real-Time Rendering in Games is not livestreamed while the "Part II" is...

12.08.2025 17:00 — 👍 0    🔁 0    💬 0    📌 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 — 👍 111    🔁 55    💬 1    📌 0
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com

09.08.2025 09:15 — 👍 58    🔁 25    💬 1    📌 0
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UE Toolbox Update - Parametric Assets, Open Source, and Hiatus — gradientspace UE Toolbox has been updated with a powerful new feature - Parametric Static Mesh Asses. The FAB version has full source now, and you can also find it on Github. But, unfortunately, I also will be shel...

my UEToolbox plugin now has support for Parametric StaticMesh Assets. And it now full source is on FAB, and the code is on Github, too. And also unfortunately I have to move on to other projects :( Wrote a big ol' blog post about it all here: www.gradientspace.com/tutorials/20...

07.08.2025 15:28 — 👍 38    🔁 9    💬 4    📌 2

Alright, due to popular demand, let's start talking about the

🎶 Beasts with the fur (with the fur) 🎶

in ✨HERDLING ✨

Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:

04.08.2025 10:23 — 👍 152    🔁 48    💬 6    📌 3
Herdling Future Games Show & Demo Trailer
YouTube video by Panic Herdling Future Games Show & Demo Trailer

I worked on HERDLING (coming out soon!) for the past ~3 years and there's a lot of tech-art goodness there, from fur and foliage to clouds and water shaders ✨

I'm planning on sharing some behind the scenes goodness, but is there anything in particular you're interested in learning more about? 👀

31.07.2025 12:37 — 👍 126    🔁 21    💬 4    📌 6
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Publishing your @Desmos Graph gallery:
Now with 2D and 3D graphs !
Even more convenient with the new always up-to-date URLs ;-) .
Several options in the the script (e.g., default: not displaying untitled tests).
github.com/FabriceNeyre...
e.g., mine: evasion.inrialpes.fr/~Fabrice.Ney...

30.07.2025 07:03 — 👍 12    🔁 2    💬 1    📌 0
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GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise

One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!

github.com/jakericedesi...

28.07.2025 19:01 — 👍 81    🔁 20    💬 4    📌 0
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Profiling without Source code – how I diagnosed Trackmania stuttering A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…

My new blog post is there, and it's a bit different from usual: Fixing stutters in your own code is hard enough, but this time I try to fix performance issues in a closed-source game. No source code or debug symbols, but a lot of guesswork. larstofus.com/2025/07/27/p...
#gamedev
#Trackmania

27.07.2025 11:28 — 👍 105    🔁 20    💬 3    📌 1

Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.

github.com/nvpro-sample...

24.07.2025 16:01 — 👍 23    🔁 8    💬 0    📌 0

There’s a weird pillar any time 0,0 is player visible space in System Shock for a similar reason - there are copies of particle systems floating there…

13.07.2025 15:56 — 👍 68    🔁 12    💬 2    📌 2
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2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D

11.07.2025 20:14 — 👍 45    🔁 4    💬 1    📌 1

I am in awe at how good Ghost Of Yōtei looks, but I have two very small pronunciation notes for my dear friends at SP:

0) 怨霊 is in no way pronounced アンリオ. Please don't

1) the game isn't called Ghost of 予定. That is a very different game where you find ways to not show up for plans with friends

12.07.2025 07:02 — 👍 8    🔁 2    💬 1    📌 0
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At SIGGRAPH 2025, Intel, Disney, & Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Cycles, Hyperion, and Corona. I helped write the course notes: 80 pages of great stuff! Coming soon.

s2025.conference-schedule.org/presentation...

07.07.2025 04:19 — 👍 86    🔁 16    💬 0    📌 0
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Blind Obsession Ishmael UE5 #realtimevfx sketch
I also tested #FluidNinja.
YT: youtu.be/KYdI9mH4cjc
AS: artstation.com/artwork/XJV5Ka

#リンバスカンパニー #リンバス #LimbusCompany #림버스컴퍼니 #vfxfriday #unrealengine #UE5 #gameeffect #3Danimation #3DCG

04.07.2025 00:12 — 👍 59    🔁 26    💬 2    📌 2

Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A!
youtu.be/CcYq18bkvyU?...

03.07.2025 18:53 — 👍 29    🔁 6    💬 0    📌 0
A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing a trace of the path of each photon.

A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing a trace of the path of each photon.

A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing just the final photon positions and flux.

A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing just the final photon positions and flux.

Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon.

Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon.

Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Showing the traced paths.

Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Showing the traced paths.

The photon debugging view is working pretty well now. I can navigate the scene to look at the paths, bounces and final photon positions - along with a preview of their impact on the scene.
#metalrt #rendering

28.06.2025 18:27 — 👍 17    🔁 2    💬 1    📌 0
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Quick “teaser” for a fun #SIGGRAPH2025 project, led by Hossein Baktash, on optimizing a shape to have the desired rolling statistics.

Basically we can turn arbitrary objects into fair dice, or make dice which capture the statistics of other objects—like several coin flips.

28.06.2025 03:05 — 👍 44    🔁 5    💬 3    📌 0
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Graphics Programming weekly - Issue 396 - June 22nd, 2025 www.jendrikillner.com/post/graphic...

24.06.2025 13:19 — 👍 80    🔁 24    💬 1    📌 2

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