Denis Ershov's Avatar

Denis Ershov

@huntlier.bsky.social

Rendering Engineer at Eagle Dynamics. Opinions are my own.

549 Followers  |  182 Following  |  7 Posts  |  Joined: 01.11.2023  |  1.7296

Latest posts by huntlier.bsky.social on Bluesky

"Project Echo" early pre-alpha footage
YouTube video by Molecular Matters "Project Echo" early pre-alpha footage

I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...

Please read the video description and let me know your brutally honest feedback!

12.02.2026 16:50 โ€” ๐Ÿ‘ 46    ๐Ÿ” 13    ๐Ÿ’ฌ 16    ๐Ÿ“Œ 5
Video thumbnail

New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 โ€” ๐Ÿ‘ 161    ๐Ÿ” 30    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 2

Short conclusion of this Weekend project using Claude Code:

It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:

26.01.2026 09:21 โ€” ๐Ÿ‘ 17    ๐Ÿ” 5    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
Video thumbnail

I made a directional noise type I call Phacelle Noise which is pretty fast!

Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...

#Graphics #Shaders #Shadertoy

22.01.2026 15:50 โ€” ๐Ÿ‘ 96    ๐Ÿ” 16    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0
Post image

This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...

20.01.2026 21:55 โ€” ๐Ÿ‘ 23    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 โ€” ๐Ÿ‘ 73    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...

12.01.2026 22:48 โ€” ๐Ÿ‘ 26    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe A strand based hair simulation running on GPU

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 โ€” ๐Ÿ‘ 84    ๐Ÿ” 17    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
(Ab)using Shader Execution Reordering - Dieter's Blog Notes on creative usage of shader execution reordering

New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/

08.01.2026 18:59 โ€” ๐Ÿ‘ 35    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin I'm making a game engine based on dynamic signed distance fields (SDFs)

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 โ€” ๐Ÿ‘ 213    ๐Ÿ” 57    ๐Ÿ’ฌ 20    ๐Ÿ“Œ 15

The fact that the entire industry is now wasting time working on, integrating, analyzing, reviewing, and commenting on frame generation is so sad. Surely there are actually productive things we all can be doing instead.

06.01.2026 04:34 โ€” ๐Ÿ‘ 48    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
Preview
Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/

05.01.2026 10:30 โ€” ๐Ÿ‘ 34    ๐Ÿ” 12    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 โ€” ๐Ÿ‘ 76    ๐Ÿ” 29    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
TinyDiffRast A tiny course on differentiable rasterization.

This is a great introduction to differentiable / inverse rendering - rasterization specifically.
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/

02.01.2026 19:33 โ€” ๐Ÿ‘ 41    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
An Experimental Approach to printf in HLSL Bringing the best form of debugging to shaders!

"An Experimental Approach to printf in HLSL" from the one and only
www.abolishcrlf.org/2025/12/31/P...

31.12.2025 22:05 โ€” ๐Ÿ‘ 14    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Alex Tardif: Graphics Programmer

New post up!

Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...

30.12.2025 21:45 โ€” ๐Ÿ‘ 66    ๐Ÿ” 18    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
Post image

New post! "Realtime Raytracing in Bevy 0.18 (Solari)"

jms55.github.io/posts/2025-1...

27.12.2025 20:51 โ€” ๐Ÿ‘ 63    ๐Ÿ” 12    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Wow, what model of laptop is this?

22.12.2025 18:59 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Screenshot of the blog post.

Screenshot of the blog post.

I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

irradiance.ca/posts/micros...

20.12.2025 21:31 โ€” ๐Ÿ‘ 47    ๐Ÿ” 14    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

Ever seen one of these, and wondered *why* they work? ๐Ÿงต

This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.

20.12.2025 00:24 โ€” ๐Ÿ‘ 39    ๐Ÿ” 10    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Post image

Thanks for the excellent post!
It seems that all graphics programmers are gradually striving for a similar minimal API without legacy abstractions and with minimal cognitive load.

16.12.2025 23:30 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
No Graphics API โ€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. Itโ€™s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 โ€” ๐Ÿ‘ 465    ๐Ÿ” 191    ๐Ÿ’ฌ 19    ๐Ÿ“Œ 12
a bunch of very specifically named hardcoded boolean fields in a single script representing the entire save state of the game

a bunch of very specifically named hardcoded boolean fields in a single script representing the entire save state of the game

"save systems should dynamically handle object IDs and automatically populate the serialized data of every object that requires save states, and then for dialogue progression it needs to-"

team cherry:
WRONG. 1400 hardcoded fields in PlayerData.cs

16.12.2025 16:35 โ€” ๐Ÿ‘ 646    ๐Ÿ” 84    ๐Ÿ’ฌ 36    ๐Ÿ“Œ 14

Final version for the 2D Morton decode functions. Fairly happy with the structure in general.

A 64-bit version should be easy enough to produce, by just using the 32-bit version twice and combining the results.

08.12.2025 20:01 โ€” ๐Ÿ‘ 37    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
๐Ÿ‡ meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

08.12.2025 16:56 โ€” ๐Ÿ‘ 249    ๐Ÿ” 76    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 1
Post image

Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...

08.12.2025 15:31 โ€” ๐Ÿ‘ 48    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Graphics Programming weekly - Issue 418 - November 30th, 2025 www.jendrikillner.com/post/graphic...

02.12.2025 14:00 โ€” ๐Ÿ‘ 65    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

A pretty wild debugging story:

When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).

I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...

1/

01.12.2025 21:24 โ€” ๐Ÿ‘ 30    ๐Ÿ” 11    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

23.11.2025 21:05 โ€” ๐Ÿ‘ 102    ๐Ÿ” 29    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1
Video thumbnail

Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...

25.11.2025 00:34 โ€” ๐Ÿ‘ 242    ๐Ÿ” 46    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0

@huntlier is following 20 prominent accounts