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Nikita Krupitskas

@krupitskas.bsky.social

accelerating rendering ex Sains Row 3 Remaster, Enshrouded, Six Days in Fallujah

51 Followers  |  133 Following  |  9 Posts  |  Joined: 24.10.2024  |  1.8639

Latest posts by krupitskas.bsky.social on Bluesky

Insanely beautiful game but boring as hell ๐Ÿ˜•

08.10.2025 10:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Implemented a quick volumetric fog technique in my playground project, this is screen-space raymarching (not froxel-based). Could extend it with depth peeling for transparency, 3D noise textures for variety, and render at half/quarter res with bilateral upscaling + dithering for optimization.

13.02.2025 14:57 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...

25.11.2024 22:04 โ€” ๐Ÿ‘ 24    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Had exactly same feeling and shared it with my friends but they are mostly exited by the general atmosphere (when multiple graphics features work together somewhere in the forest nearby the swamp). Second thing that still: just using UE5 is not a silver bullet for "best graphics result".

25.11.2024 17:12 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos GPU driven rendering in AnKi 3D Engine

This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...

21.11.2024 11:54 โ€” ๐Ÿ‘ 9    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Vere nice presentation, thanks!
I'm happy that GDR becomes more and more a standard over graphics field mindset

One copy paste thing on slide 11: CPU work - Old way vs GPU Scene

Bind the bindless descriptor set
Bind a global descriptor set -> Bind a global vertex buffer
Bind a global index buffer

25.11.2024 14:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Alright, here it goes!
RTX pathtracing white furnace test of sponza, there some clunky artifacts with selfshadowing and non-temporal accumulatable mode bluesky can't handle well, so quickly hacked in accumulation buffer. Pretty happy with initial result, however to-do list keep growing๐Ÿ˜‰|

#rtx #dx12

24.11.2024 20:24 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Game Programmer Skills Development Skills for Game Programmers and Technical Designers This document attempts to outline useful skills for game programmers and โ€œtechnical designersโ€ who work in games. Important note: The topics in t...

Gamedevs: I'm putting together a document that's meant to serve as a learning guide for those aspiring to work as a games programmer or technical designer. What am I missing?

docs.google.com/document/d/1...

24.11.2024 19:50 โ€” ๐Ÿ‘ 50    ๐Ÿ” 16    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Classic Half Life scientists... ๐Ÿ˜

24.11.2024 19:43 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I literally can't understand why HLSL still not provide PI and TWO_PI as built in constants in 2024. Like really, is there any reason for that?

24.11.2024 19:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Finally! I can sample material information in my RTX pathtracer mode (red background). Visually both outputs albedo for comparation (RTX without mips and alpha cutoff). Took me quite a lof of heavylifting with indirect techniques. Highly recommend @mjp123.bsky.social Chapter 17 of Raytracing Gems 2

24.11.2024 15:48 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A Generalized Ray Formulation For Wave-Optics Rendering Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracin...

To be presented in SIGGRAPH Asia:
A path tracing-compatible formulation for general-purpose wave transport.
See how light transport, under rigorous Wigner optics, can be done practically for optical, long-wavelength (RADAR/cellular), and acoustics applications.

ssteinberg.xyz/2023/03/27/r...

23.11.2024 16:49 โ€” ๐Ÿ‘ 36    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff

23.11.2024 22:27 โ€” ๐Ÿ‘ 58    ๐Ÿ” 9    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Lets shoot first post here with some graphics stuff!
Adding indirect draw for GPU driver pipeline in my engine and I *love* how this structures and organizes my data even more. At some point it just *clicks* for all passes.
Forward/RTX path tracing/Shadows. Everything start working in unison.

24.10.2024 14:23 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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