Nelarius
@nelarius.bsky.social
25 followers 37 following 51 posts
Maps @ Mapbox 🗺️ | Ray tracing ✨ | Voxels ◽️ My rendering notes: https://nelari.us/ GitHub: https://github.com/nelarius
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nelarius.bsky.social
The planetary sunrises and sunsets you get with the Unreal sky model are probably overkill for the #voxel renderer, but makes for nice #screenshotsaturday material 🪐
nelarius.bsky.social
The new model gives the transmittance at any point in the sky, so the sun turns convincingly red as it approaches the horizon🌗
nelarius.bsky.social
Integrated the Unreal Engine sky model into the #voxel editor. The sunsets didn't look right in the Hosek-Wilkie model (left). With the new sky model, sunsets are now exactly how I wanted them 🌅

Pardon the fireflies, I need to get proper denoising set up ✨

#raytracing
nelarius.bsky.social
At a quick glance I thought you had gone down some kind of hardcore atmospheric rendering rabbit hole 😁
nelarius.bsky.social
The sky is an implementation of Hillaire's model: sebh.github.io/publications...

The atmosphere is rendered into a small 2D angular coordinate lookup table using raymarching integrators from section 3. The LUT is small enough that it can be updated in real-time on the CPU.
sebh.github.io
nelarius.bsky.social
The images show a 2D look-up table of scattered light.

The sun position and camera altitude can be played around with in real time. But zooming to space and back just looks so good 😄
nelarius.bsky.social
Good morning from an altitude of 40 km!

Putting off other tasks in the #voxel project to work on a much nicer ray-marched sky for the ray tracer.

#screenshotsaturday #raymarching #raytracing
nelarius.bsky.social
One unexpected benefit of the color palette is storing just an offset index in the voxel. Voxels shrank from 4 bytes to a single byte.

Added a simple SIMD optimization in my RLE algorithm, yielding a 6x #voxel chunk compression speed up 🏎️

#screenshotsaturday
nelarius.bsky.social
Mandatory view of the scene in the #raytracing mode ✨
nelarius.bsky.social
Adding an editable color palette to the #voxel editor made it feel more like a real tool. I was finally able to actually make something in it 🤓 Perfect playground for making scenes to test #raytracing algorithms!

#indiedev
nelarius.bsky.social
Experimenting with a face extrusion and retraction brush in my toy #voxel editor. Threw a bit of #raytracing in there while I was at it ✨
Reposted by Nelarius
kostasanagnostou.bsky.social
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
www.youtube.com
nelarius.bsky.social
Realized that my bookshelf contains a #programming story 😄
nelarius.bsky.social
More sliders in the #voxel editor UI! Added okhsl sliders alongside the regular hsl ones. The okhsl color space is much more uniform along its axes (look at the lightness slider).

Björn Ottoson has a great write-up about the colorspace here: bottosson.github.io/posts/colorp...
nelarius.bsky.social
Basics of the new #voxel UI layout implemented. Apple's RGB sliders are really nice and decided to try implementing those.

#cprogramming
nelarius.bsky.social
Tried Claude for creating interactive mockups of a #voxel editor UI and color scheme. Pretty happy with how quickly I was able to see and play around with some ideas I had.

Now for the fun part, implementing it all by hand in C 🙂

#claude #anthropic
nelarius.bsky.social
Went down a rabbit hole comparing my monolithic ray tracer to my wavefront implementation and trying to find performance improvements. Still many things I could do to improve wavefront performance, but sharing notes on progress so far.

nelari.us/post/wavefro...

#raytracing #rendering
nelarius.bsky.social
Looks like knitted wool 😁

Do you happen to have a write-up about your renderer somewhere? You post all kinds of cool experimental renders, would be cool to learn more about it 🙂
nelarius.bsky.social
A different perspective of the cornell box ✨

#voxel #raytracing #rendering
nelarius.bsky.social
Yep, perhaps I should make it impossible to select pure primary colors.

Glad you found a better uintToFloat! And just to be clear, the code is not mine, it belongs to Jakub Boksansky 🙂 It's a great reference that I've also lifted many good code snippets from.
nelarius.bsky.social
Nice, thanks for the tip!

The cornell box is actually a bit of a pathological scene. With red, white, and green walls, the probability was always one and it is the same as no RR.

But in other scenes p = max(albedo) is definitely an improvement! I'll have to see if I can tweak this a bit 🙂
nelarius.bsky.social
Added Russian Roulette implementation to my #voxel renderer. Didn't really appreciate before -- it doesn't make the image better, it makes it quicker to render. Left/right: vanilla and russian roulette at 16 spp. Speedup with roulette is 1.5x.

Impl from github.com/boksajak/ref...

#raytracing
nelarius.bsky.social
Plugged the two-sample estimator into my #voxel project and sampled the sun disk using the cone sampling distribution from a previous post. It yields much better results at 64 spp than brute force method (left image).

Looks close enough to make it a new baseline for the reference renderer 🤞
nelarius.bsky.social
It appears that one way of implementing "next event estimation" is by just doing multiple importance sampling using two rays instead of one each iteration, with one ray always sampling a light. So instead of the blog post's estimator, using this estimator.