Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
12.02.2026 17:55 β π 11 π 3 π¬ 0 π 0@hellcatpnext.bsky.social
- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship π§πͺinπ¨πΏ Portfolio: https://xanderbertenportfolio.wordpress.com/ Blog: https://xanderbert.github.io/
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
12.02.2026 17:55 β π 11 π 3 π¬ 0 π 0Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:
π The essential math
π Camera setup, intersections, NEE, BVH
π How to accelerate everything with HIPRT
Find it with our papers: gpuopen.com/learn/public...
30MB PDF: gpuopen.com/download/202...
I recently read this paper. Interesting idea to use infrared to decompose the lighting terms.
ieeexplore.ieee.org/stamp/stamp....
Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...
23.01.2026 14:32 β π 49 π 17 π¬ 1 π 0Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
15.01.2026 15:11 β π 73 π 23 π¬ 0 π 0Anddd We have NEE and MIS implemented
10.01.2026 17:22 β π 12 π 0 π¬ 0 π 0Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
07.01.2026 16:03 β π 53 π 24 π¬ 0 π 1I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/
06.01.2026 11:27 β π 4 π 1 π¬ 0 π 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.socialβ¬
and @tiagocostav.bsky.social⬠from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!
I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. π§΅
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
What a awesome read!!!!
17.12.2025 15:49 β π 0 π 0 π¬ 0 π 0Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.
Experimenting with this look for the fractals.
26.11.2024 15:42 β π 17 π 5 π¬ 3 π 0It's GDS Prague Game Jam!
30.11.2025 17:35 β π 0 π 0 π¬ 0 π 0Game Jam progress :)))
30.11.2025 15:20 β π 5 π 0 π¬ 1 π 0C++ code that emits an OBJ file filled with points from voxel edge/SDF intersections.
A collection of vertices in OBJ plaintext format.
A sphere of vertices in Blender.
Dirty gamedev secret: sometimes instead of building proper debug visualizations I just dump the information to OBJ and use Blender to visualize it π
But now at least I know my SDF dual contouring is working
I saw some really interesting talks today!
Ive learned a ton about how virtual lights can improve indoor rendering and what the pitfalls are.
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
Implemented whitted-style ray tracing with wavelength-dependent IOR today
25.11.2025 14:33 β π 9 π 0 π¬ 0 π 0My talk about ray-tracing is out!
youtu.be/CGR1gu2KW2s?...
Here I try to explain it in simple terms, while giving some historical context as well.
There is also a quick RTAO implementation with the worst denoise ever here:
github.com/JorenJoestar...
feedback is more than welcome!
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
05.11.2025 21:15 β π 112 π 38 π¬ 1 π 1Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
07.11.2025 22:43 β π 69 π 13 π¬ 4 π 1RayTraced AO π
07.11.2025 16:06 β π 4 π 0 π¬ 0 π 0Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...
04.11.2025 14:55 β π 47 π 14 π¬ 2 π 0I'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...
Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...
10.06.2025 13:43 β π 71 π 28 π¬ 1 π 0Finally 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 :)
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-...