Shapes
13.09.2025 22:36 โ ๐ 8 ๐ 3 ๐ฌ 1 ๐ 0@kferris.bsky.social
computer pixels & perf art, books & writing, clothes... wip person
Shapes
13.09.2025 22:36 โ ๐ 8 ๐ 3 ๐ฌ 1 ๐ 0Methods like NeRF and Gaussian Splats model the world as radioactive fog, rendered using alpha blending. This produces great results.. but are volumes the only way to get there?๐ค Our new SIGGRAPH'25 paper directly reconstructs surfaces without heuristics or regularizers.
07.08.2025 12:21 โ ๐ 105 ๐ 24 ๐ฌ 3 ๐ 2my first successful implementation of importance sampling - traced emission spectra taken as input PDFs, compute CDF and then iCDF via projection of 2d points along the graph... upload the result to the GPU as a texture with linear filtering and sample with a random number 0..1
this is HP sodium
base SDF, displaced, then with materials
18.07.2025 16:32 โ ๐ 12 ๐ 2 ๐ฌ 1 ๐ 0Bunnies are all playing volleyball on the beach, while wearing aviator glasses and dog tags like in the movie "Top Gun". One bunny runs to intercept a spike, while his teammate is distracted.
Daily bunny no.3022 is playin' with the boys
21.07.2025 02:51 โ ๐ 3084 ๐ 480 ๐ฌ 28 ๐ 7For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.
www.youtube.com/watch?v=T1tX...
Keeping the pencil lines. Feels better than going in and inking everything
[ #art #fanart #gundam #gquuuuuux #nyaan #machu #nyachu ]
Iโm sorry but this is fucking sick.
14.07.2025 07:04 โ ๐ 1555 ๐ 335 ๐ฌ 34 ๐ 22messing with this again, converted to a forward approach... it's more efficient at resolving the caustics, but I haven't figured out what to do for the artifacts where it clips in bright areas and the aliasing patterns that happen near the refractive surfaces... something to do with the line drawing
10.07.2025 08:57 โ ๐ 35 ๐ 4 ๐ฌ 1 ๐ 0I'm surprised you want to do postfx bokeh instead of lens sampling, since you have an RT pipeline ๐ค is it just that postfx bokeh is more common in industry?
10.07.2025 15:55 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Little update on my renderer Seraph. ๐งต
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
good luck โค๏ธ get well soon
08.07.2025 02:06 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0*chef's kiss* (arxiv.org/abs/2506.08872)
17.06.2025 22:53 โ ๐ 21 ๐ 1 ๐ฌ 3 ๐ 1Illustration of six species of crocodilians (from top to bottom, left to right: american alligator, freshwater crocodile, chinese alligator, morelet's crocodile, dwarf caiman and gharial) in a cutesy simplified style on a flat colored teal background with ripples of water and lilypads.
๐ It is world croc day! ๐
17.06.2025 22:35 โ ๐ 5381 ๐ 1976 ๐ฌ 37 ๐ 19Caeruleum Sora
10.06.2025 16:00 โ ๐ 120 ๐ 35 ๐ฌ 3 ๐ 0Using ReSTIR to importance sample the brightest pixels on an image
www.shadertoy.com/view/XfycWw
Over the last two winters, I have had some fun with creating ice abstracts in my yard and then photographing them--a little collaboration with nature. Here are a few recent favorites.
You can read a little more about the process and see more photos here: smallscenes.com/blog/backyar...
I got up close with a Portuguese man-o-war and my god these animals are shockingly beautiful.
03.05.2023 23:08 โ ๐ 1973 ๐ 618 ๐ฌ 37 ๐ 34ํ๋ฆฌ์ค๋น!
09.06.2025 09:13 โ ๐ 623 ๐ 145 ๐ฌ 2 ๐ 0Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
14.06.2025 17:26 โ ๐ 90 ๐ 23 ๐ฌ 7 ๐ 0Sphere surface partitioning
14.06.2025 20:39 โ ๐ 31 ๐ 2 ๐ฌ 2 ๐ 0Halvorsen attractor in Sponza.
#metalrt #rendering
Plankton of symmetric attractors
Made with #sympy #numpy #matplotlib
Continuing my crossbreed series, have some bulbies ๐ฑ๐ฟ๐
11.06.2025 20:43 โ ๐ 9578 ๐ 2972 ๐ฌ 122 ๐ 27I 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
Breakdown of a 64k intro: the contents of Tension (www.youtube.com/watch?v=48nL...) look like this after compression. Green is visual data, blue is audio code+data, brown/yellow is engine code and red is the exepacker+stub.
26.04.2025 12:30 โ ๐ 31 ๐ 7 ๐ฌ 0 ๐ 0Postprocessing was crucial in the final look of Empires, especially depth of field and color grading. #postprocessing #colorgrading #vfx #64k #realtime
13.04.2024 16:35 โ ๐ 30 ๐ 8 ๐ฌ 0 ๐ 2"Extinguish"
for(float i,z,d;i++<5e1;o+=.001/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=8.;for(d=1.;d<9.;d/=.8)p+=cos(p.yzx*d-vec3(t+t,t,0))/d;z+=d=.01+.1*length(p.xz);}o=tanh(o);