v
02.12.2025 13:47 — 👍 0 🔁 0 💬 0 📌 0@nagakagachi.bsky.social
グラフィックスプログラミングを注視する土偶 Graphics programmer https://twitter.com/nagakagachi https://github.com/nagakagachi https://nagakagachi.hatenablog.com/
v
02.12.2025 13:47 — 👍 0 🔁 0 💬 0 📌 0🖖
30.11.2025 12:14 — 👍 2 🔁 0 💬 0 📌 0no bake
no HW-Raytracing
夢
Toon Face Shadow Texture Tool for Unreal Engine.
White Box (BP, Material).
Generates smooth gradient maps from shadow-threshold textures using signed distance fields (SDF).
CoarseVoxel update
23.11.2025 16:18 — 👍 0 🔁 0 💬 0 📌 0Improved stability.
👍🕷️👍
(・∀・)
next
22.11.2025 06:44 — 👍 5 🔁 1 💬 0 📌 1dynamic... dynamic!
22.11.2025 06:33 — 👍 1 🔁 0 💬 0 📌 0もうなおってる!こんなとこにいられるかぁ!
18.11.2025 12:41 — 👍 0 🔁 0 💬 0 📌 0mixi2とこっち どっちがいいか
18.11.2025 12:08 — 👍 0 🔁 0 💬 1 📌 0To reduce the number of ray-marching steps needed to find the surface of our morphs we generate a proxy from the constituent meshes. It must fully enclose the morphed surfaces while remaining as tight as possible to maximize throughput. We want to minimize the red and blue regions in the debug view.
14.11.2025 19:16 — 👍 42 🔁 9 💬 4 📌 0UE5
ComputeShader Grass
realtime update Vertex, Index, Entity Buffer.
github.com/nagakagachi/...
The change log for Gigi v1.01.5
A screenshot of the Gigi Viewer running the "AMD FSR" demo from the browser. Sponza is shown, as well as the various options for upscaling and frame generation.
Gigi Version 1.01.5 Released
github.com/electronicar...
The big items:
* Indirect Draw (GPU driven rasterization)
* AMD FFX Upscaling /Frame Generation
* Variable aliases for shaders (~push constants)
If you want to play around with the FSR stuff, there's a "AMD FSR" technique in the Gigi Browser.
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
Atlas Updating
28.10.2025 15:10 — 👍 2 🔁 0 💬 0 📌 0Spent some time trying to do conservative culling of geometry for distance function evaluation. Turns out I ended up reinventing something like GJK (which I really have no clue about or experience with) with exact bounds.
16.10.2025 20:24 — 👍 25 🔁 6 💬 4 📌 0simplex
16.10.2025 15:01 — 👍 2 🔁 0 💬 1 📌 0Avoiding light leaks...
Probe position correction......
Dynamic Sky Visibility WIP
13.10.2025 10:26 — 👍 0 🔁 0 💬 0 📌 0Probe update
12.10.2025 16:08 — 👍 1 🔁 0 💬 0 📌 0How much resolution is required for SkyVisibility Octahedron Probe?
Is something like 6x6 sufficient?
おや…ぎょうむの様子が…
30.09.2025 11:48 — 👍 0 🔁 0 💬 0 📌 0OctahedronMapping
28.09.2025 10:06 — 👍 2 🔁 0 💬 0 📌 0atlas
27.09.2025 17:47 — 👍 2 🔁 0 💬 0 📌 0directional (not SH)
21.09.2025 08:49 — 👍 2 🔁 0 💬 0 📌 0