's Avatar

@rytis-p.bsky.social

20 Followers  |  59 Following  |  1 Posts  |  Joined: 19.11.2024  |  1.8509

Latest posts by rytis-p.bsky.social on Bluesky

Preview
Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years πŸ‘΄).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 β€” πŸ‘ 154    πŸ” 52    πŸ’¬ 7    πŸ“Œ 2

Frustum Grids Primer Part 2:

This time instead of having a fixed depth-slice count (which is common for games for a variety of reasons) we'll instead focus on trying to maintain a uniform and non-elongated froxel shapes, which results a variable slice count

www.desmos.com/geometry/yl5...

27.08.2025 20:38 β€” πŸ‘ 28    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0

The guy who made Undertale didn't know what arrays were when he started making the game and still went on to make one of the greatest games of all time. I try to keep that in mind whenever I get egotistical about programming.

30.08.2025 07:32 β€” πŸ‘ 40    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

"Nucleus"
for(float i,z,d;i++<1e2;o+=vec4(3,8,z,0)/d/9e4){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d/.1));p.z+=8.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<5.;)a+=sin(a*d+t).yzx/d;z+=d=abs(length(a)-5.)/6.;}

23.07.2025 13:45 β€” πŸ‘ 206    πŸ” 14    πŸ’¬ 10    πŸ“Œ 5
Video thumbnail

2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D

11.07.2025 20:14 β€” πŸ‘ 45    πŸ” 4    πŸ’¬ 1    πŸ“Œ 1
Post image

πŸ“· One more detail of a sunflower in ultraviolet light
#sunflower
#macro
#ultraviolet
#UV

08.07.2025 22:29 β€” πŸ‘ 91    πŸ” 12    πŸ’¬ 1    πŸ“Œ 1
Video thumbnail

Our #SGP25 work studies a simple and effective way to uniformly sample implicit surfaces by casting rays. (1/9)

β€œUniform Sampling of Surfaces by Casting Rays” w/ @abhishekmadan.bsky.social @nmwsharp.bsky.social and Alec Jacobson

10.06.2025 14:40 β€” πŸ‘ 48    πŸ” 17    πŸ’¬ 1    πŸ“Œ 2
Video thumbnail

"Ghosts"

for(float i,z,d;i++<1e2;o+=vec4(z/7.,2,3,1)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=5.*t;p.xy*=mat2(cos(z*.1+t*.1+vec4(0,33,11,0)));for(d=1.;d<9.;d/=.7)p+=cos(p.yzx*d+t)/d;z+=d=.02+abs(2.-dot(cos(p),sin(p.yzx*.6)))/8.;}o=tanh(o*o/1e7);

25.04.2025 13:48 β€” πŸ‘ 107    πŸ” 9    πŸ’¬ 5    πŸ“Œ 0

β€œHank, why are you spending so much time defending the freaking /minecraft movie?/β€œ

Actually, I’m not defending anything, I am attacking the practice of dumping buckets of jaded misery on moments of goofy joy and I will absolutely die on that hill.

12.04.2025 03:26 β€” πŸ‘ 16432    πŸ” 991    πŸ’¬ 480    πŸ“Œ 101
Post image 02.11.2024 19:38 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Post image Post image

600 million white points make up this image of mine on a canvas of 60000 pixels x 60000 pixels. Each point is a root of the parametric polynomial:
4π‘₯⁢ + (βˆ’10𝑑₁³ + 10𝑑₁² βˆ’ 10𝑑₁ + 10𝑖)π‘₯Β² + (10𝑑₂³ βˆ’ 10𝑑₂² βˆ’ 10𝑑₂ + 10𝑖)π‘₯
𝑑₁, 𝑑₂ ∈ β„‚, |𝑑₁| = |𝑑₂| = 1

22.03.2025 18:12 β€” πŸ‘ 46    πŸ” 12    πŸ’¬ 3    πŸ“Œ 1
Aras Pranckevičius on Unity Engine internals and company!
YouTube video by Wookash Podcast Aras Pranckevičius on Unity Engine internals and company!

The world in 2025 is completely bonkers! For example, I went on a podcast! youtu.be/ioMKDonZcgg - at Wookash Podcast we talked about Unity, Blender and some other stuff. I’ve used up my talking quota for half a year.

22.03.2025 16:34 β€” πŸ‘ 58    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0

I will admit to finding the β€œall problems are caused by evil and we could fix every problem without any trade-offs” worldview pretty draining and immature.

01.03.2025 23:56 β€” πŸ‘ 7327    πŸ” 359    πŸ’¬ 278    πŸ“Œ 20

It's incredibly beautiful! Probably my favorite recent discovery. Found it through Floating Points' latest Boiler Room set.

02.02.2025 19:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

243 chars of #GLSL:

vec2 p=(FC.xy-r*.5)/r.y*mat2(9,-2,2,9),v;for(float i;i++<50.;o+=(cos(sin(i)*vec4(7,4,2,1))+1.)*exp(sin(i*i+t))/length(max(v,vec2(v.x*(3.+snoise2D(p+vec2(t/.3,i)))/1e2,v.y*.21))))v=p+cos(i*i+t+p.x*.2+vec2(0,11))*3.;o=tanh(pow(o/3e2,vec4(1.5)));

17.01.2025 21:11 β€” πŸ‘ 72    πŸ” 8    πŸ’¬ 3    πŸ“Œ 0

@rytis-p is following 20 prominent accounts