eduameli
eduameli.bsky.social
eduameli
@eduameli.bsky.social
learning computer graphics
i think my software rasteriser is broken
September 17, 2025 at 11:07 PM
Reposted by eduameli
Some fun with shader-based debug drawing: here I'm drawing an arrow for each path taken in the path tracer, starting with the pixel under the mouse cursor.
August 31, 2025 at 11:10 PM
Reposted by eduameli
It's finally here!

I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!

No engine? No problem. We wrote our own!

Thank you to all the talented people who participated!

youtu.be/e9qK6EtqB-Q?...

#indiegamedev #graphicsprogramming
GP-Direct 2025 - Graphics Programming Showcase
YouTube video by Graphics Programming
youtu.be
August 11, 2025 at 1:05 PM
Reposted by eduameli
I'm thrilled to announce that GP-Direct, the Internet's most exciting graphics showcase, is back and has received all clips for 2025!

We will soon be releasing our final video just as soon as we finish editing. Here's last years video! #indiegamedev #graphics

www.youtube.com/watch?v=E07I...
GP-Direct 2024 - Graphics Programming Showcase
YouTube video by Graphics Programming
www.youtube.com
August 2, 2025 at 4:36 PM
been working on the scene graph recently

#vulkan
July 14, 2025 at 12:36 AM
Reposted by eduameli
Hola again graphics peeps! 😊

I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! 😱

osor.io/text

Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more!

I hope you enjoy it! 🧡
June 12, 2025 at 4:22 PM
Reposted by eduameli
Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
June 11, 2025 at 12:58 AM
shader hot-reloading in #vulkan
was easier than i expected hehe
May 18, 2025 at 6:16 PM
Reposted by eduameli
Hey all, Have you ever been confused or frustrated by baking materials in blender? Well I wrote a guide to to help you out.

Please check it out as well as the other blogs on graphics-programming.org #blender3d #tutorial #indiegamedev

graphics-programming.org/blog/blender...
The one true guide to baking materials in Blender | Graphics Programming Discord
How to get nice materials on low poly objects
graphics-programming.org
May 10, 2025 at 8:38 PM
found this really cool series.

i wanna study low-level stuff at some point... like graphics drivers.. make my own operating system... build a fpga gpu..

really cool stuff!!!
youtu.be/B8xHWwCuxKA?...
Raw dogging linux graphics (DRM)
YouTube video by sphaerophoria
youtu.be
April 18, 2025 at 7:59 PM
im gonna cancel a lot of the "engine work" i was planning on doing in my #vulkan engine to make it presentable asap so i can work on other stuff to apply for internships in september.

like timeline semaphore and slang is cool, but before and after is gonna be the same from the outside.
April 15, 2025 at 11:53 PM
ended up choosing the virtual geometry one.

gonna have to learn a lot but looking forward to start implementing it this summer!
raytracer
voxels raymarcher
virtual geometry

need to choose one for my 3rd year project 🤔🤔
April 15, 2025 at 11:50 PM
Reposted by eduameli
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...
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...
therealmjp.github.io
April 14, 2025 at 12:52 AM
working parsing #vulkan spir-v to build my pipelines easier 😋

gonna keep it super simple.
after this i probably wanna cleanup everything again and maybe add some new visual stuff 👀.. or improve perf. cause i made it worse accidentally 💀
February 18, 2025 at 12:58 AM
changed my #vulkan engine ui to use #imgui docking

need to add a scene tree and better settings but it's low priority (im procrastinating)
February 11, 2025 at 11:05 AM
im refactoring how rendering is done in my #vulkan engine to re-add transparency.

ill try to finish this weekend and then gonna add spirv reflection to simplify creating pipelines :) and remove all that ugly code
February 1, 2025 at 2:18 AM
it's been kinda hard working on the projects due to lack of motivation ... :(
January 28, 2025 at 12:56 AM
raytracer
voxels raymarcher
virtual geometry

need to choose one for my 3rd year project 🤔🤔
January 22, 2025 at 10:22 PM
got a new charger 😋
i was so close to locking in but i forgot my charger at home so i physically can't 💀💀
January 18, 2025 at 5:58 PM
i was so close to locking in but i forgot my charger at home so i physically can't 💀💀
January 15, 2025 at 4:59 PM
Reposted by eduameli
I'll get back to my gamedev & graphics programming eventually
January 10, 2025 at 12:04 AM
need to lock in.. i haven't worked that much this last couple weeks.
wip is compacting the indirect draw calls
January 5, 2025 at 12:50 AM
photogrammetry looks cool
December 9, 2024 at 6:26 PM
Reposted by eduameli
Impromptu stream! In 10 minutes we will work on improved materials and shadows in niagara :) youtube.com/live/iZTUjRn...
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December 8, 2024 at 6:51 PM