jb
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jbakergraphics.bsky.social
jb
@jbakergraphics.bsky.social
Previously Engine/Rendering Tech @idSoftware
interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics
Co-organizer of Graphics Programming Virtual Meetup

Project writeups, blog posts:
https://jbaker.graphics/index.html
Pinned
some of the better renders I've done, I think
vkCmdBlitImage2 is an extremely cool feature - if there is not a 1:1 pixel correspondence between src and dst, it actually uses the texture hardware to do a copy. Really interesting mix of high and low level feature, would typically have to write a little shader to do this.
January 20, 2026 at 8:39 AM
Reposted by jb
Speechless, jaw-dropping displays tonight. Fairbanks, Alaska. iPhone photos.
January 20, 2026 at 8:35 AM
Reposted by jb
An interactive digital magazine in 320x200 pixels.
Never published - but this was a proposed design for a Commodore 64 magazine.

#ux #digital #design #8bit
October 30, 2025 at 1:44 PM
Reposted by jb
Ever seen one of these, and wondered *why* they work? 🧵

This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.
December 20, 2025 at 12:26 AM
January 12, 2026 at 5:08 AM
converted 3D physarum from DDA traversal to delta tracking and seeing a roughly 2x speedup in the worst case when there is a lot of scattering
January 12, 2026 at 3:53 AM
Reposted by jb
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
youtu.be
January 10, 2026 at 9:08 PM
Reposted by jb
Good idea using gaussians for tiled floor vegetation:
yunfan.zone/gswt_webpage/ #3dgs #gamedev #rendering
December 3, 2025 at 8:28 PM
Reposted by jb
this is something I came across in the xRite literature. The qualitative saturation difference actually corresponds to the emission between the two illuminants - xenon has more wideband activity, and so it is "less saturated".
January 8, 2026 at 9:11 PM
Reposted by jb
Time for more Menu Cube posting 😌
January 10, 2026 at 5:29 AM
Reposted by jb
magazine screenshot (1993) archive.org/details/BYTE...
January 10, 2026 at 2:54 AM
Reposted by jb
Computer Animation Celebration VHS : 587s
January 7, 2026 at 12:00 PM
Reposted by jb
With my rtgi i am also doing something, that i believe, is a novel technique that i have not seen done before.
While probes are often used in rtgi for indirect diffuse on hit shading, i use them to replace all rtgi hit shading.
On each hit i project the closest probes radiance into the hits.
January 9, 2026 at 1:56 AM
Reposted by jb
Marvelling the red brick reflections in the leather glove material from the sun hitting the red brick house next to me.
December 26, 2025 at 9:30 AM
really digging this for a light config UI
January 9, 2026 at 9:43 AM
Reposted by jb
5 months & 22 day exposure from Fort Point looking across the harbor to South Station Tower #solargraphy #pinholephotography
January 8, 2026 at 9:54 PM
this is something I came across in the xRite literature. The qualitative saturation difference actually corresponds to the emission between the two illuminants - xenon has more wideband activity, and so it is "less saturated".
January 8, 2026 at 9:11 PM
Reposted by jb
An analog calculation: All the code, all the mistakes, all the debugging, all the documentation ... all on a single sheet of paper! :)

Physics of the gyroscope again: this time Poinsot's ellipsoid rolling but not slipping in the plane defined by angular momentum.

#MathArt #SciArt
January 8, 2026 at 8:28 PM
picked up a swatchbook of filters corresponding to the gel data I found. cool to see the correspondence... saturation differences, I think here is because of the CRI of the LED relative to the xenon curve I have
January 8, 2026 at 8:48 PM
Reposted by jb
working on some UI preview for spectral distributions
January 7, 2026 at 10:47 PM
setup with Wenzel Jakob's "Low-Dimensional..Spectral Upsampling" to go from xRite color checker sRGB constants to spectral reflectance... then convolving reflectance, emission spectra, and wavelength color to get an approximation of the color card under that illumination
January 8, 2026 at 4:21 AM
Reposted by jb
fav recent science fact: did you know that water strongly absorbs almost all wavelengths of light, EXCEPT for a tiny window right around the visible spectrum?

this (+ UV radiation causing damage to DNA) is probably why the visible spectrum is visible to us! 🧪
September 22, 2023 at 4:30 PM
working on some UI preview for spectral distributions
January 7, 2026 at 10:47 PM
Reposted by jb
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
youtu.be
January 6, 2026 at 7:53 PM
Reposted by jb
I made a spectrograph to see if I can test my #astrophotography filters. How good is it? Hint: there are probably tweaks I can do to make it better. Video out now.

youtu.be/6EeD9ejpDzY
It only cost me $35. DIY Spectrograph. #astrophotography #filters
YouTube video by Deep Sky Detail
youtu.be
January 3, 2026 at 11:35 PM