A four-pane comparison of different formulas for greyscale conversion.
Top row: Linear sRGB (the correct way to do it), Gamma sRGB (the somewhat wrong "luma" formula).
Bottom row: CIELAB L* (a high quality option), and the new alternative gamma-space version.
Careful inspection shows the "Gamma sRGB" case is slightly dimmer at points than the others.
A quote from โPrinciples of Digital Image Processingโ by Wilhelm Burger and Mark J. Burge. It shows weights that are a better fit for gamma-space greyscale conversion.
New article on my site: Better sRGB to greyscale conversion
The commonly used greyscale formula is slightly off when computed in gamma space but can it be fixed?
๐ 30fps.net/pages/better...
13.10.2025 17:56 โ ๐ 36 ๐ 9 ๐ฌ 2 ๐ 0
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
29.09.2025 13:30 โ ๐ 48 ๐ 21 ๐ฌ 0 ๐ 0
Have you considered using tinybvh for your ray tracing needs? It's easy to integrate and very fast.
01.10.2025 18:41 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
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
26.09.2025 09:10 โ ๐ 30 ๐ 7 ๐ฌ 0 ๐ 1
I always feel a bit dishonest when I click 'not now' when I want to say 'not ever' but the option is unavailable.
24.09.2025 10:46 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Stumbled upon this by accident:
SideFX Houdini 21.0 is using TinyBVH.
www.sidefx.com/docs/houdini...
www.sidefx.com/docs/hdk/_c_...
Not sure what it is used for precisely, but it's pretty cool nevertheless!
23.09.2025 12:08 โ ๐ 37 ๐ 1 ๐ฌ 1 ๐ 0
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
22.09.2025 13:41 โ ๐ 54 ๐ 17 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
15.09.2025 16:32 โ ๐ 64 ๐ 20 ๐ฌ 1 ๐ 1
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
TinyBVH 1.6.7 is now available on the main branch. Changes:
* TinyBVH now only needs C++11 (tiny_ocl.h needs C++17)
* Full-sweep SAH builder is now threaded
* Fix for crash in BuildAVX
Still zero dependencies. :)
And: The repo reached 1k stars!
Link: github.com/jbikker/tiny...
05.09.2025 06:29 โ ๐ 19 ๐ 4 ๐ฌ 0 ๐ 0
Shadertoy
in the spirit of sharing, my improvised (aka mess) shader: www.shadertoy.com/view/3fSyWG . only 'new' thing I tried was doing aa/bloom by using a cauchy distribution on the ray jitter, its a sharp but long tailed distribution. gives a pleasing analog glow, still all 1 pass, no rendertargets or blurs
04.09.2025 17:11 โ ๐ 37 ๐ 4 ๐ฌ 2 ๐ 0
Looks like Steam's store is dead, everyone trying to buy Silksong I suppose? ;)
04.09.2025 14:06 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
"Compute"
vec3 p;
for(float i,z,f;i++<4e1;z+=f=.003+abs(length(p.xy)+dot(cos(p),sin(p/.6).yzx)-5.)/7.,o.grb+=(1.5-p/z)/f)
for(p=z*(FC.rgb*2.-r.xyy)/r.y,p.z-=t,f=1.;f++<6.;p+=sin(round(p*6.)/6.*f-t*.5)/f);
o=tanh(o/3e3);
03.09.2025 22:41 โ ๐ 78 ๐ 7 ๐ฌ 1 ๐ 0
Thanks for the suggestions. The few C++17 / C++20 features definitely are not worth it (although I do like the static inlines..), so I fixed it. This is also reflected in the README. The update is 1.6.7, in the dev branch.
03.09.2025 11:58 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
TinyBVH 1.6.6 is out on main. Changes:
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
02.09.2025 08:46 โ ๐ 32 ๐ 3 ๐ฌ 1 ๐ 0
wave_tracer 0.1 released
wavetracer.dev
wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
30.08.2025 15:23 โ ๐ 89 ๐ 21 ๐ฌ 1 ๐ 1
It's happening again! Do check the line-up, it's awesome!
28.08.2025 17:07 โ ๐ 16 ๐ 1 ๐ฌ 0 ๐ 0
TinyBVH was just updated to 1.6.5 on the main branch. Changes:
- Eliminated -Wall warnings (issue #217)
- Improved use of JobSystem (#221)
- Opacity Micromaps support general N (#218)
- Faster full-sweep BVH (#222)
- glm can now actually be used (#215)
Thanks to all contributors and issue reporters!
27.08.2025 10:08 โ ๐ 19 ๐ 4 ๐ฌ 1 ๐ 0
NVIDIA's new hair tech seems a bit weird. It accelerates "linear swept spheres", and it looks "smooth from a distance". Anything does, NVIDIA. But, why didn't you implement the commonly used "Phantom Ray-Hair Intersector" (cheap spline hair)? And why is this fixed functionality in the first place?
22.08.2025 14:13 โ ๐ 11 ๐ 1 ๐ฌ 1 ๐ 0
Jakub Bokลกanskรฝ and Daniel Meister: Neural Visibility Cache for Real-Time Light Sampling
jcgt.org/published/00...
22.08.2025 09:50 โ ๐ 7 ๐ 4 ๐ฌ 0 ๐ 0
"Falls"
vec3 x,c,p;x.x+=9.;
for(float i,z,f;i++<5e1;p=mix(c,p,.3),z+=f=.2*(abs(p.z+p.x+16.+tanh(p.y)/.1)+sin(p.x-p.z+t+t)+1.),o+=(cos(p.x*.2+f+vec4(6,1,2,0))+2.)/f/z)
for(c=p=z*normalize(FC.rgb*2.-r.xyy),p.y*=f=.3;f++<5.;p+=cos(p.yzx*f+i+z+x*t)/f);
o=tanh(o/3e1);
19.08.2025 15:52 โ ๐ 168 ๐ 23 ๐ฌ 8 ๐ 1
scene.org file archive :: browsing /parties/2025/evoke25/
๐พReleases! You want em? We got them!
Thank you to everyone who brought something to our party - it has been an honor!
files.scene.org/browse/parti...
18.08.2025 18:09 โ ๐ 4 ๐ 2 ๐ฌ 0 ๐ 0
Graphics Programming weekly - Issue 404 - August 17th, 2025 www.jendrikillner.com/post/graphic...
18.08.2025 13:19 โ ๐ 62 ๐ 17 ๐ฌ 1 ๐ 0
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
Derivatives, Gradients, Jacobians and Hessians โ Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
17.08.2025 04:33 โ ๐ 130 ๐ 34 ๐ฌ 3 ๐ 1
Another option is to use Startpage, which gives you Google search without the AI overview (and no tracking etc.)
www.startpage.com
18.08.2025 07:46 โ ๐ 4 ๐ 1 ๐ฌ 2 ๐ 0
Lovely! Colormaps are very useful and I occasionally find myself looking for the 'best one' (typically one that is visually pleasing). But his takes it several steps further.
15.08.2025 17:23 โ ๐ 13 ๐ 2 ๐ฌ 0 ๐ 0
It's summer and TinyBVH updates are slow, but something cool happened nevetheless:
Florent Le Moรซl sends word that Python bindings for TinyBVH are now available.
Check out the repo:
github.com/FlorentLM/py...
Great stuff!
11.08.2025 11:28 โ ๐ 22 ๐ 6 ๐ฌ 1 ๐ 0
A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.
Toroidally Progressive Stratified Sampling in 1D
New Blog Post! See how to use a low discrepancy shuffler to make stratified sampling toroidally progressive.
blog.demofox.org/2025/08/03/t...
03.08.2025 18:38 โ ๐ 25 ๐ 2 ๐ฌ 1 ๐ 0
Postdoc Research Associate | Insect Robotics team @edinburgh-uni.bsky.social | Ants / Behavioural experiments / Neuromorphic modelling
GL Transmission Format is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications.
Learn more at: https://www.khronos.org/gltf/
Finished a MSc in CS at University of Helsinki ๐ Senior SWE at Cactos, battery energy storage systems. Previously Senior SWE at Garden, SRE at Webflow.
Recreational computer graphics, Rust, photography, cycling.
He/him. Mastodon (Twitter) @anotherwalther
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
https://github.com/memononen
Game developer. Worked on Dusk Switch + patches, Gloomwood, Fallen Aces, ULTRAKILL, & ROTT: LE.
Developing New Blood's upcoming top down shooter alongside
@elisarek.bsky.social
Assistant Professor @UWaterloo CS
rendering, light transport & optics
PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA.
๐ฎ๐ฑ๐จ๐ฆโก๏ธ
ssteinberg.xyz
I am a graphics engineer working at Tokyo, in Japan. All opinion are my own. ใฝใ๏ฝใใ
Graphics programming enjoyer. Currently working on 3DMark.
Lead Prog, interested in most tech subjects, working at Ubisoft Paris
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
Principal Graphics Programmer @ Double Eleven. Previously @ Frontier Developments. All views are my own.
20. Solo indie gamedev, Custom game engines, Odin.
Working on a brutal retro FPS game with space warping
http://jakubtomsu.github.io
Graphics programmer at Codemasters. Worked also at Digital Legends and Pyro Studios.
I like painting pixels on screens and seeing them move. C++ programmer by choice although I canโt shake off the feeling itโs Stockholm syndrome. Casual Zig enjoyer. Software Engineer @ EA. My opinions are my own.
Ray Tracing Engineer at NVIDIA; Opinions are my own
Mostly 3D+AI+voice. Building https://mixreel.ai
Flutter/Dart/C++/PyTorch/Blender
https://github.com/nmfisher/thermion
https://nick-fisher.com
https://playmixworld.com
https://bit.ly/3RkzFfH
Senior Environment Artist/TD @ Stim Studio
Toying with Houdini, Gaffer, Cycles.
Working on hobby GPU raytracer in Rust/Metal
@kubo_von@mastodon.gamedev.place
Graphics/Rendering
https://www.andrewmac.ca/
Graphics programmer, indie game developer.
Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/