Xander Berten's Avatar

Xander Berten

@hellcatpnext.bsky.social

- GameDev intern @ Cyborn - Graphics Programmer :3 Portfolio: https://xanderbertenportfolio.wordpress.com/ Blog: https://xanderbert.github.io/

555 Followers  |  110 Following  |  35 Posts  |  Joined: 20.10.2024  |  2.1571

Latest posts by hellcatpnext.bsky.social on Bluesky

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GitHub - JorenJoestar/DevGames2025 Contribute to JorenJoestar/DevGames2025 development by creating an account on GitHub.

I've released a simple RTAO implementation, written for the DevGames2025 conference.
a poor-man's RTAO, showing how much the real problem is denoising.
I wanted to write the simplest RT as an introduction to it.
Vulkan+HLSL+Code generation for Descriptors

github.com/JorenJoestar...

11.06.2025 16:25 โ€” ๐Ÿ‘ 12    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...

10.06.2025 13:43 โ€” ๐Ÿ‘ 69    ๐Ÿ” 28    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Shaders for Vulkan samples now also available in slang A new shading language enters the ring Unlike other 3D graphics apis, Vulkan did decouple human readable shaders from the api using SPIR-V as an intermediate representation. This makes it possible to ...

Finally finished adding @shader-slang.bsky.social shaders to all my (almost 100) @vulkan.org open source samples and wrote a bit about it here:

www.saschawillems.de/blog/2025/06...

tl;dr: I very much enjoyed this :)

03.06.2025 14:53 โ€” ๐Ÿ‘ 46    ๐Ÿ” 10    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 0
Unlocking Creativity with Signed Distance Fields Iรฑigo Quilez shares his vision for a world post-polygon - easier to create 3D content, less technical, and more creative!

I'll be talking about SDFs and creative workflows tomorrow, hosted by the SIGGRPAH San Francisco Chapter - please sing up here before they close registration tomorrow noon.

www.eventbrite.com/e/unlocking-...

28.05.2025 01:55 โ€” ๐Ÿ‘ 76    ๐Ÿ” 12    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Left. The dominant axis is x.
We first translate the ray along its direction vector such that the
transformed rayโ€™s origin o coincides with the subspace spanned by
the other, non-dominant axes (only y in this 2D-example). Scaling
the direction vector by 1/dx the x-component of the transformed
rayโ€™s direction d becomes 1. Now the intersection ray parameter
with the near and far plane along the x-axis directly corresponds
to the bounding box coordinates bminX and bmaxX without any further computations required

Left. The dominant axis is x. We first translate the ray along its direction vector such that the transformed rayโ€™s origin o coincides with the subspace spanned by the other, non-dominant axes (only y in this 2D-example). Scaling the direction vector by 1/dx the x-component of the transformed rayโ€™s direction d becomes 1. Now the intersection ray parameter with the near and far plane along the x-axis directly corresponds to the bounding box coordinates bminX and bmaxX without any further computations required

Axis-Normalized Ray-Box Intersection
"By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%"
graphics.tu-bs.de/publications...

15.05.2025 08:46 โ€” ๐Ÿ‘ 19    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...

12.05.2025 13:30 โ€” ๐Ÿ‘ 74    ๐Ÿ” 23    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

part of my job today was helping someone put sticky notes on themselves. we are so back

29.04.2025 15:34 โ€” ๐Ÿ‘ 569    ๐Ÿ” 47    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 2

Congrats!!!!! really deserved!

22.04.2025 11:16 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Couldn't agree more

17.04.2025 09:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Wait.... there was a cooking guide on the DS?

16.04.2025 18:20 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 387 - April 13th, 2025 www.jendrikillner.com/post/graphic...

14.04.2025 13:45 โ€” ๐Ÿ‘ 82    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 โ€” ๐Ÿ‘ 173    ๐Ÿ” 55    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...

07.04.2025 14:03 โ€” ๐Ÿ‘ 64    ๐Ÿ” 21    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

How to set up an Unreal camera to work well with pixel art games. https://weareludicrous.com/blog/2018/pixel-sharp-graphics-at-multiple-screen-resolutions/
#UnrealEngine

02.04.2025 13:05 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Here are the Ray Tracing Presentations

Ray Tracing in Snowdrop: Scene Representation and Custom BVH

media.gdcvault.com/gdc2024/Slid...

Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles

media.gdcvault.com/gdc2024/Slid...

01.04.2025 11:11 โ€” ๐Ÿ‘ 88    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 2
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Graphics Programming weekly - Issue 385 - March 30th, 2025 www.jendrikillner.com/post/graphic...

01.04.2025 14:22 โ€” ๐Ÿ‘ 56    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Just did my bi weekly recomile of UE5-Main and we have a new Viewport UI! woah
#UnrealEngine #UE5 #GameDev

29.03.2025 00:49 โ€” ๐Ÿ‘ 20    ๐Ÿ” 6    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0

Looking good!

13.02.2025 19:58 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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So, I have about a 100GB of god of war ragnarok captures. Let's to that livepost study shall we ? I'm going too start with a cine character shot. To see how the frame is build. W'll check some specific effects (like snow) later.

01.02.2025 14:07 โ€” ๐Ÿ‘ 27    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I use it to keep track of concepts that i learn when working on my Bachler thesis.

You can just use it like a general note app or go crazy with it. i think its that hard to start using it.

28.12.2024 19:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

www.activision.com/cdn/research...

28.12.2024 17:36 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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First time implementing something from a Research Paper.

At first it looked really scary but after rereading the paper a few times i got it.

Here is my implementation of GTAO (Ground Truth Ambient Occlusion)

I had a blast doing this and even got more interested in everything around radiology.

28.12.2024 17:36 โ€” ๐Ÿ‘ 28    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
SSAO

SSAO

SSAO + Color

SSAO + Color

Another day another SSAO, But this time in the Forge Framework.

Its been pretty fun to learn the Forge framework and what the differences are to my own "framework".

15.12.2024 21:39 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Liquid Gravity - Trailer
YouTube video by // bladesides \\ Liquid Gravity - Trailer

Trailer for our School Project Game!!!!
Its been so wonderful to work with these amazing people!

www.youtube.com/watch?v=HZMQ...

09.12.2024 18:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Refracting Pixels | Froyok - Lรฉna Piquet What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...

I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering

03.12.2024 19:30 โ€” ๐Ÿ‘ 220    ๐Ÿ” 71    ๐Ÿ’ฌ 11    ๐Ÿ“Œ 1
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Graphics Programming weekly - Issue 368 - December 1st, 2024 www.jendrikillner.com/post/graphic...

02.12.2024 15:12 โ€” ๐Ÿ‘ 88    ๐Ÿ” 26    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thankuuu!!

30.11.2024 09:03 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Work in progress on our group project game.
Its going pretty good!

30.11.2024 08:00 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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GitHub - nvpro-samples/vk_minimal_latest: A minimal, self-contained example demonstrating best practices for Vulkan development in a single fileโ€”no frameworks required. A minimal, self-contained example demonstrating best practices for Vulkan development in a single fileโ€”no frameworks required. - nvpro-samples/vk_minimal_latest

Great reference for latest Vulkan practices github.com/nvpro-sample...

28.11.2024 18:37 โ€” ๐Ÿ‘ 30    ๐Ÿ” 8    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...

28.11.2024 02:06 โ€” ๐Ÿ‘ 96    ๐Ÿ” 37    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

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