Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
30.12.2025 14:43 โ
๐ 21
๐ 3
๐ฌ 2
๐ 0
Ocean Rendering, Part 1 - Simulation ยท Robert Ryan - Graphics Programmer
A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social
rtryan98.github.io/2025/10/04/o...
05.10.2025 14:09 โ
๐ 8
๐ 0
๐ฌ 0
๐ 0
๐ฅฒSad to hear... I appreciate the response though ๐
23.09.2025 18:04 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Do you guys take interns? ๐
๐ฅน
23.09.2025 14:24 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us ๐
28.08.2025 21:13 โ
๐ 3
๐ 0
๐ฌ 0
๐ 0
It was a quick and fun read :) Nice job! ๐
31.07.2025 12:56 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Can't wait to give it a read ๐
29.07.2025 23:00 โ
๐ 2
๐ 0
๐ฌ 1
๐ 0
Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is โฌ๏ธ
29.07.2025 20:33 โ
๐ 21
๐ 2
๐ฌ 3
๐ 0
GitHub - Gikster007/niji: Personal Vulkan Engine - WIP
Personal Vulkan Engine - WIP. Contribute to Gikster007/niji development by creating an account on GitHub.
I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here:
github.com/Gikster007/n...
25.07.2025 22:24 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
Sponza running at ~3ms @1080p with 1 Directional Light and IBL
Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy ๐
25.07.2025 22:24 โ
๐ 7
๐ 1
๐ฌ 1
๐ 0
The water looks nice! What sort of technique did you use? Is it FFT-based, or something more like flow maps?
21.07.2025 13:55 โ
๐ 2
๐ 0
๐ฌ 1
๐ 0
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
An arcade FPS game, made in a custom engine - Student Project
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
01.07.2025 15:32 โ
๐ 3
๐ 1
๐ฌ 0
๐ 0
Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des
An arcade FPS game, made in a custom engine - Student Project
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
01.07.2025 15:32 โ
๐ 3
๐ 1
๐ฌ 0
๐ 0
Every time I hear there is another GDC, I thank kutaragi-sama I am not invited. That being said, hope the rest of y'all have fun
12.03.2025 01:46 โ
๐ 36
๐ 2
๐ฌ 2
๐ 0
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
12.03.2025 08:21 โ
๐ 117
๐ 20
๐ฌ 0
๐ 0
Startup claims its Zeus GPU is 10X faster than Nvidia's RTX 5090
280 RTX 5090 GPUs = 28 Zeus GPUs according to Bolt Graphics
This just popped up in my Google News tab on my phone. Looks pretty interesting. I wonder what the pricing will be like.
www.tomshardware.com/pc-component...
11.03.2025 23:09 โ
๐ 0
๐ 0
๐ฌ 1
๐ 1
Implemented CSM and spot light shadows in uni game engine
19.02.2025 17:46 โ
๐ 19
๐ 1
๐ฌ 0
๐ 0
Looking forward to the blog post :)
04.02.2025 23:42 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Oh, I see. Thanks for the info :)
03.02.2025 19:31 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Why is it a huge pain to use?
03.02.2025 19:17 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
Cool! What are your thoughts on it so far? I wonder how similar it is to other APIs ๐ค
03.02.2025 19:01 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
is this made with SDL GPU?
03.02.2025 11:51 โ
๐ 0
๐ 0
๐ฌ 1
๐ 0
Commenting also bumps up the post (I think) :)
03.02.2025 11:50 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.
31.01.2025 09:02 โ
๐ 49
๐ 3
๐ฌ 5
๐ 0
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think ๐
gikster.dev/posts/Ocean-...
26.01.2025 13:57 โ
๐ 64
๐ 14
๐ฌ 0
๐ 0
Can definitely recommend!
25.01.2025 17:02 โ
๐ 2
๐ 0
๐ฌ 0
๐ 0
MฮX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
25.01.2025 15:45 โ
๐ 118
๐ 32
๐ฌ 1
๐ 0
Classic...
22.01.2025 00:08 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0
Thanks! It was made on the PS5 api
21.01.2025 19:42 โ
๐ 0
๐ 0
๐ฌ 0
๐ 0
It's definitely far from perfect, the main issue being tiling. I have a few ideas already to deal with that, hopefully during the next project :) What's left for the week is to work on documentation and the technical blog post
21.01.2025 18:14 โ
๐ 1
๐ 0
๐ฌ 0
๐ 0