Are you targeting the look/palette etc. of a specific device?
26.11.2025 08:07 β π 1 π 0 π¬ 1 π 0@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Are you targeting the look/palette etc. of a specific device?
26.11.2025 08:07 β π 1 π 0 π¬ 1 π 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
11.11.2025 23:45 β π 44 π 20 π¬ 0 π 1Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
11.11.2025 16:06 β π 50 π 18 π¬ 0 π 0New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
05.11.2025 21:15 β π 111 π 39 π¬ 1 π 1The state of the art report on Monte Carlo volume rendering by Jan NovΓ‘k et al. [2018] gives an excellent introduction:
www.jannovak.info/publications...
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko LempiΓ€inen from HypeHype is now online: www.youtube.com/watch?v=8O44...
11.11.2025 21:40 β π 49 π 16 π¬ 0 π 0Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
18.08.2025 19:30 β π 276 π 56 π¬ 12 π 3A cloud rendered using jackknife transmittance estimation and the formula used to do so.
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
29.10.2025 14:18 β π 57 π 15 π¬ 1 π 0π Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
π Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
20.10.2025 13:13 β π 64 π 25 π¬ 0 π 0I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.
irradiance.ca/posts/
Drew Struzanβs poster of Big Trouble in Little China
Drew Struzanβs poster of Panβs Labyrinth
Drew Struzanβs poster of Blade Runner
Drew Struzanβs poster of Indiana Jones and the Temple Of Doom
Just heard Drew Struzan passed away π His incredible work has given me and countless others so much awe, joy and inspiration!
I had posters of his work as a teen, I began using color pencils because I thought he used them too. Always inspired by him. Just utterly heart broken.
RIP Drew Struzan.
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on [β¦]
[Original post on fosstodon.org]
A pixel art drawing of my aoac, a redhead female elf, with her tactical loadouts, scouting ahead with her binocular. Her post-apocalyptic motorcycle in front of her waiting for its owner.
Scouting ahead #pixelart #dotart #originalcharacter #artstudiopro #pixquare
11.10.2025 05:13 β π 46 π 5 π¬ 0 π 0Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
07.10.2025 13:31 β π 57 π 22 π¬ 0 π 0Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
29.09.2025 13:30 β π 50 π 22 π¬ 0 π 0Major Update to vk_gaussian_splatting sample by Jean-Eudes Marvie
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
Another attempt to upload this video to Bluesky!
Halloween is coming and there is so much left to do!
Like, for instance, wish listing 8-bitBot: store.steampowered.com/app/3959370/...
#gamedev #raylib #solodev
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
Vulkan Ray Tracing Tutorial V2.0 Released
Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
Mesh shaders produce things per workgroup, not per thread. Key difference to geometry shader and why they are more GPU friendly. Some vendors have flexible writing of the outputs (think shared memory) across threads in workgroup, others want thread N to write output N.
23.09.2025 05:19 β π 1 π 0 π¬ 1 π 0Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
22.09.2025 13:41 β π 56 π 18 π¬ 0 π 0Nice work. Mesh shaders are also quite sensitive to the vertex exports. Though both vertex and mesh shaders can benefit of using hw barycentrics and pull vertex data in fragment shader, in case one has mostly tiny triangles.
github.com/nvpro-sample... (February 2022)
π Bake faster in Marmoset Toolbag!
New breakdown by @oddenough.art covers using Toolbag's Low to Low Baking & the Bevel Shader to skip high poly cleanup, merge shapes non-destructively, bake from low poly meshes, & cutting days of work down to hours.
Read now: marmoset.co/posts/bake-t...
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
15.09.2025 16:32 β π 65 π 21 π¬ 1 π 1Outlines based on object ids, a background gradient and a subtle vertical gradient overlay on the objects.
Fun, but a distraction from making decisions how to proceed with this π«
#gamedev #raylib #solodev
3d cartoony black bird in his house
closeup of said cartoon blackbird
closeup of house details; kitchen, fridge⦠I forgot to make an oven. whoops.
blackbirdβs house, #3dart I made last year in cinema4D, rendered with octane render
21.10.2024 18:26 β π 301 π 63 π¬ 11 π 1A look today at the wonderful 1971 World Sportscar mod for Grand Prix Legends!
www.youtube.com/watch?v=fucT...
Overview on the BLAS sharing techniques (2nd attempt).
github.com/nvpro-sample...