logngynk5.bsky.social
@logngynk5.bsky.social
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I reopened my project for the first time in 6 months... I barely remember which side is up. I told myself, "Do the first thing that cross your mind":
If there is geometry under a light, and its cameraGain is set to zero, the light and the geometry become invisible to camera rays.
November 30, 2025 at 7:59 AM
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Oh no, I managed to build my game for mac, but launching it fails, because wgpu metal backend doesn't yet support multi-draw-indirect-count (which I can easily emulate) and push constants (which are a huge pain to emulate).

Sooooo do I use moltenvk or what
All this profiling mess made me kinda tired of the voxel raytracer project, so I'm back to my main game, trying to build it on Mac, which will make it possible to use XCode profiling as well.

Of course it doesn't build for a ton of reasons, working on fixing those rn 🥲
Another status update: the actual profiling thing (GPU Trace mode) doesn't support my GPU (GTX 1060). Oh well.
November 30, 2025 at 5:43 PM
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I'm not sure exactly what's happening when I try to do QEF minimization, but I'm pretty sure it's bad 😵‍💫
November 30, 2025 at 6:30 PM
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I love this one because the bot's collection has a bunch of fun amateur pixel art from amiga dads messing around in deluxe paint, and then all of a sudden here's RON FUCKING COBB
NATURE/ICEWORLD.GIF
November 30, 2025 at 9:27 PM
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The z-buffer and depth testing (aka z-testing) have been the dominant way of hidden surface elimination for over 50 years, introduced but not implemented in W. Straßer's PhD thesis in 1974, and actually implemented in Ed Catmull's PhD thesis in the same year. 1/4
November 30, 2025 at 3:51 PM
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found a fascinating artifact from the 00s while looking into circle/sphere packing www.redneckpoolheater.com

it's actually really cool because here they have the additional constraint of having to be able to form a network of connected pipes, the tube runs are in pairs to have a return route
September 28, 2025 at 12:33 PM
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Couple pieces about this work -

about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...

about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...
September 29, 2025 at 12:07 PM
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this is a little underrated cool indexbuffer optimization trick that i seen several times (this screenshot from Unreal, as it is a public reference, but i seen its alternative in custom engines multiple times).
src: github.com/EpicGames/Un...
September 29, 2025 at 1:17 PM
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This is really lovely. Soothing!

messenger.abeto.co
Messenger
It's a small planet, but someone's gotta make the deliveries.
messenger.abeto.co
September 29, 2025 at 9:30 PM
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I'm back from vacation (and food poisoning...), so my tree impostor adventures continue. Now precomputing & rendering tight octagonal impostor bounds (instead of full-bbox quad), which saves another ~0.7ms per frame in the scene with ~30k trees!

#indiedev #gamedev #indiegames
September 29, 2025 at 6:47 PM
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
September 30, 2025 at 1:08 AM
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The demo I’ve been working on is finally online:

ludicon.com/sparkjs/gltf-demo/

It demonstrates the benefits of real-time texture compression in 3D web apps. It allows you to compare models using traditional KTX2 textures (UASTC and ETC1S) with the same assets compressed as AVIF + Spark.
spark.js⚡ GLTF Demo
A GLTF viewer with Spark⚡ real-time GPU compression.
ludicon.com
September 15, 2025 at 11:42 PM
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I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
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Siggraph 1995:
__"Siggraph 95 proved conclusively that the highest quality graphics are now an affordable mass-market commodity"__
September 8, 2025 at 3:33 AM
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#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
GPU Work Graphs Course
coburggraphicslab.github.io
August 10, 2025 at 9:01 PM
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I will be presenting the paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs" at SIGGRAPH 2025 during the Best of Eurographics session! Come to my talk on Wednesday morning
wbrbr.org/publications...
Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs
wbrbr.org
August 11, 2025 at 12:46 AM
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I feel bad about how many books I buy
July 11, 2025 at 11:42 AM
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Blog post about lossless float image compression (EXR, HTJ2K, JPEG-XL, mesh optimizer): aras-p.info/blog/2025/07...
Lossless Float Image Compression · Aras' website
aras-p.info
July 10, 2025 at 2:38 PM
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The Cloud Bot animation in Astro Bot is amazing!
July 10, 2025 at 3:31 PM
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Now here's the fanciest illustration of the L*a*b* color space I've ever seen😀 Not sure if it's actually helpful but I love how the outlines make it pop. Found it from the technical brief "Understanding CIE *L*a*b Colour Space" by Kydex Thermoplastics.
July 11, 2025 at 11:52 AM
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July 9, 2025 at 4:54 PM
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I normally hate appearing in photos but this is the greatest most amazing jacket I’ve ever worn in my fucking life
June 17, 2025 at 4:29 AM
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meshoptimizer 0.24 is out! Featuring new meshlet builder for raytracing workloads, improvements to cluster partitioning, new functions for reindexing, simplification, clustering and coverage computation, many internal improvements and, of course, VS2013 support!
Release v0.24 · zeux/meshoptimizer
This release contains many improvements to the meshoptimizer library and some gltfpack fixes! Some highlights: New meshlet builder (meshopt_buildMeshletsSpatial) designed for raytracing workloads o...
github.com
June 12, 2025 at 4:10 PM
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Got simplified Chinese and FreeType variable font rendering to work in papaya.io.
June 12, 2025 at 8:48 PM
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I made a Vulkan/D3D12 RHI

A 🧵
June 13, 2025 at 11:51 AM