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nagakagachi.bsky.social
なが
@nagakagachi.bsky.social
グラフィックスプログラミングを注視する土偶

Graphics programmer

https://twitter.com/nagakagachi
https://github.com/nagakagachi
https://nagakagachi.hatenablog.com/
Pinned
Improved stability.

👍🕷️👍

(・∀・)
no bake
no HW-Raytracing

November 26, 2025 at 1:04 PM
Toon Face Shadow Texture Tool for Unreal Engine.

White Box (BP, Material).

Generates smooth gradient maps from shadow-threshold textures using signed distance fields (SDF).
November 24, 2025 at 4:29 AM
CoarseVoxel update
November 23, 2025 at 4:18 PM
Improved stability.

👍🕷️👍

(・∀・)
November 22, 2025 at 12:53 PM
next
November 22, 2025 at 6:44 AM
dynamic... dynamic!
November 22, 2025 at 6:33 AM
mixi2とこっち どっちがいいか
November 18, 2025 at 12:08 PM
Reposted by なが
November 16, 2025 at 5:16 PM
Reposted by なが
To reduce the number of ray-marching steps needed to find the surface of our morphs we generate a proxy from the constituent meshes. It must fully enclose the morphed surfaces while remaining as tight as possible to maximize throughput. We want to minimize the red and blue regions in the debug view.
November 14, 2025 at 7:16 PM
UE5
ComputeShader Grass
realtime update Vertex, Index, Entity Buffer.

github.com/nagakagachi/...
November 8, 2025 at 3:11 PM
Reposted by なが
Gigi Version 1.01.5 Released
github.com/electronicar...

The big items:
* Indirect Draw (GPU driven rasterization)
* AMD FFX Upscaling /Frame Generation
* Variable aliases for shaders (~push constants)

If you want to play around with the FSR stuff, there's a "AMD FSR" technique in the Gigi Browser.
November 6, 2025 at 8:59 PM
Reposted by なが
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
November 6, 2025 at 6:46 PM
Atlas Updating
October 28, 2025 at 3:10 PM
Reposted by なが
Spent some time trying to do conservative culling of geometry for distance function evaluation. Turns out I ended up reinventing something like GJK (which I really have no clue about or experience with) with exact bounds.
October 16, 2025 at 8:22 PM
simplex
October 16, 2025 at 3:01 PM
Avoiding light leaks...
Probe position correction......
October 14, 2025 at 2:34 PM
Dynamic Sky Visibility WIP
October 13, 2025 at 10:26 AM
Probe update
October 12, 2025 at 4:09 PM
How much resolution is required for SkyVisibility Octahedron Probe?
Is something like 6x6 sufficient?
September 30, 2025 at 2:17 PM
おや…ぎょうむの様子が…
September 30, 2025 at 11:48 AM
OctahedronMapping
September 28, 2025 at 10:06 AM
September 28, 2025 at 8:37 AM
atlas
September 27, 2025 at 5:47 PM
September 23, 2025 at 9:07 AM
directional (not SH)
September 21, 2025 at 8:49 AM