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Simon Brown

@sjb3d.bsky.social

Graphics/systems programmer. Previously at Unity, Media Molecule (Dreams), Sony ATG. Interested in tracing rays, distance fields, Vulkan, Rust/Zig and generally keeping GPUs running efficiently. Opinions my own.

63 Followers  |  1 Following  |  6 Posts  |  Joined: 16.11.2024  |  1.3213

Latest posts by sjb3d.bsky.social on Bluesky

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Very happy with how well adaptive resolution is working, is super nice to not have a tradeoff between size and detail.

Quick demo of adaptivity, code is still super dumb and rebuilds the whole object on a single thread, so hopefully plenty of perf headroom left!

25.02.2025 18:23 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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With thanks to the Vulkan validation layer, moving uploads/compute off the graphics queue seems to be working fine, hurrah.

With a bit of refactoring to support multiple objects, it's now fairly easy to make temporary objects for a selection effect, which helps a lot to visualise subtractive CSG:

25.02.2025 16:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Cornell blob?

06.02.2025 15:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Heatmap showing the number of steps a raymarcher takes through an octree data structure.

Heatmap showing the number of steps a raymarcher takes through an octree data structure.

Experimenting with directly raymarching the octree. Heirarchical traversal in compute is not too bad, and definitely nice to avoid building any additional acceleration structures.

02.02.2025 08:25 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Cylinders (testing out refinement around curvature/edges and editing with gizmos...)

25.01.2025 10:42 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Cubes

24.01.2025 07:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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