Pocol
banner
pocol.bsky.social
Pocol
@pocol.bsky.social
I am a graphics engineer working at Tokyo, in Japan. All opinion are my own. ぽえ~ん。
Reposted by Pocol
Final Fantasy Tactics - The Ivalice Chronicles sells 1 million units
Final Fantasy Tactics - The Ivalice Chronicles sells 1 million units
The sales milestone was accrued three months after release.
www.gamedeveloper.com
January 6, 2026 at 3:52 PM
Reposted by Pocol
Geometry NodesのSimulation Nodesを使用した流体シミュレーションBlenderアセット!より高度な機能を多数搭載した大型メジャーアップデートがリリース!

Procedural Fluid Simulators v2.5
3dnchu.com/archives/pro...
by 3DSinghVFX

#b3d #geometrynodes
January 6, 2026 at 3:33 PM
Reposted by Pocol
Tencentがテキストから人体骨格ベースの3Dキャラクターモーションを生成するAIモデルをオープンソースで公開!

HY-Motion 1.0: Scaling Flow Matching Models for 3D Motion Generation
3dnchu.com/archives/ten...
January 6, 2026 at 4:00 PM
Reposted by Pocol
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
www.howtovulkan.com
January 3, 2026 at 6:15 PM
Reposted by Pocol
All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
graphicsprogrammingconference.com
January 5, 2026 at 10:30 AM
Reposted by Pocol
"Improving Direct Lighting Material Occlusion - Part 1", discussing micro-occlusion for direct lighting, Naughty Dog's and Activision's approaches and alternatives irradiance.ca/posts/micros...
Improving Direct Lighting Material Occlusion - Part 1
Piqué fabric with micro-occlusion on the top, and micro-shadowing at the bottom. Both are using the same micro-occlusion map. Geometry virtualization and displacement systems like Nanite has allowed u...
irradiance.ca
January 2, 2026 at 6:38 PM
明日健康診断なんだよなー。やだなー。
December 21, 2025 at 5:26 AM
昔のスーツが入らない体形になってしまったので、急遽買った。年末セールでちょっと安くなって助かったよ。
December 21, 2025 at 5:21 AM
Reposted by Pocol
RenderDoc v1.42 is now available! It adds limited support for shader debugging on OpenGL. Note that likely a minority of shaders and not all drivers will be supported.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
github.com
December 19, 2025 at 5:39 PM
Reposted by Pocol
Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering.
Project Page: graphics.cs.utah.edu/research/pro...

@daqilin.bsky.social @tizian.bsky.social
December 14, 2025 at 10:12 PM
Reposted by Pocol
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".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
Reposted by Pocol
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: youtu.be/2K-rwy4aMmU?...
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
September 30, 2025 at 1:57 AM
Reposted by Pocol
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
Reposted by Pocol
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen from HypeHype is now online: www.youtube.com/watch?v=8O44...
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
www.youtube.com
November 11, 2025 at 9:40 PM
Reposted by Pocol
4Gamer 🔗https://www.4gamer.net/games/999/G999901/20251113036/
Steam向け新ハードウェア「Steam Machine」のアナウンスの影で色めきだつ。謎の新作ゲームは「Half-Life 3」の可能性あり!?

10年前に第1世代「Steam Machine」が登場したときも「Half-Life 3」がリリースされるといううわさがあったが,果たして今回は……
Steam向け新ハードウェア「Steam Machine」のアナウンスの影で色めきだつ。謎の新作ゲームは「Half-Life 3」の可能性あり!?
www.4gamer.net
November 13, 2025 at 6:50 AM
Reposted by Pocol
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
November 11, 2025 at 4:06 PM
マップチップ描画クラスを作った。明日は素材作成やる。
October 4, 2025 at 4:59 PM
Reposted by Pocol
Vulkan Ray Tracing Tutorial V2.0 Released

Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
github.com
September 26, 2025 at 9:10 AM
Reposted by Pocol
Dear ImGui 1.92.3 released!
github.com/ocornut/imgu...
- InputTextMultiline() word-wrapping.
- Misc scaling/DPI helpers fixes on backends for Linux X11/Wayland/OSX.
- 20+ other fixes or small additions (fonts, navigation, inputtext, debug tools, etc.
September 17, 2025 at 5:19 PM
徐々に2dゲーム作る準備できてきた。
September 15, 2025 at 2:40 PM
Reposted by Pocol
TinyBVH 1.6.7 is now available on the main branch. Changes:
* TinyBVH now only needs C++11 (tiny_ocl.h needs C++17)
* Full-sweep SAH builder is now threaded
* Fix for crash in BuildAVX
Still zero dependencies. :)
And: The repo reached 1k stars!
Link: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 5, 2025 at 6:29 AM
Reposted by Pocol
#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:09 AM
Reposted by Pocol
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen are now online: advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:15 AM