Pema99
@pema99.bsky.social
290 followers 270 following 41 posts
Senior Graphics Engineer, Light Transport @unity.com. Check out my stuff at http://github.com/pema99 and https://pema.dev Interested in all things graphics, VR, language dev and functional programming. @pemathedev on Twitter/X.
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pema99.bsky.social
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
pema99.bsky.social
block (singular) game
Reposted by Pema99
orels1.bsky.social
Its been a month since i started using @gingerbill.org 's Odin language, so I feel compelled to finally write something about that
For context: I'm working on a little steamvr overlay tool in my free time. The goal is to learn more about steamvr and to write something lower level than i usually do
pema99.bsky.social
12 angry men (1957)
pema99.bsky.social
Remember what they took from us
Reposted by Pema99
zekk.dev
Zekk @zekk.dev · Aug 19
🔷I've just released my soft outline shader!🔷

Do bloom-like effects on your avatar without post processing or screen effects! Vid has examples!

15% off for the first 48 hours!⬇️Link Below!⬇️

I am also doing a giveaway, like❤️, repost 🔁, and follow to enter!

#VRChat #ZekkDev
Reposted by Pema99
lexdev.net
We are looking for a Vulkan engineer to join our render team at IOI! Available locations are Copenhagen, Malmo and Barcelona. Feel free to reach out if you are interested or have question 😄
ioi.dk/careers?pane...
IOI Careers
Welcome to IOI Careers. Explore open jobs, and dive into our five unique studios across Copenhagen, Malmö, Barcelona, Istanbul, and Brighton.
ioi.dk
Reposted by Pema99
Reposted by Pema99
sim.red
RED_SIM @sim.red · Jul 1
Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used!
Thanks to @pema99.bsky.social for implementing this feature!
Reposted by Pema99
hikey.org
Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good.
#metalrt #rendering
Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux. Photons are shot from the area light. The distribution is horrendous and needs a little work. Photons are shot from the area light. The distribution is tweaked a bit but still bad.
pema99.bsky.social
(Tarkus, 1972, Emerson Lake and Palmer)
pema99.bsky.social
What album or artist would you say profoundly reshaped the way YOU perceive music?
Tarkus, Emerson, Lake and Palmer, 1971
Reposted by Pema99
sim.red
RED_SIM @sim.red · Jun 8
Area Light Volumes... Thanks to @pema99.bsky.social for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!
Reposted by Pema99
Reposted by Pema99
passivestar.bsky.social
reflection probe any% world record
pema99.bsky.social
good riddance
Reposted by Pema99
michael-moroz.bsky.social
Slang can be made extremely close to GLSL/Shadertoy style of shaders by using a set of defines and typealiases, I've made a template in compute.toyts just for that compute.toys/view/1947
I also ported my most popular shadertoy using it:
compute.toys/view/1948
pema99.bsky.social
This is a fun story, thanks for sharing :) I'm gonna refrain from looking at the patent, as I do for all software patents.
pema99.bsky.social
I did notice a single line in the DX11.3 spec "D3D11.3 will allow approximations to this effect." but didn't see something similar for the GLES3.2 spec. Taking another look now, I realize there is a similar approximation blurb, it was just hiding on the next page, heh
pema99.bsky.social
Hmm.. I see what you mean. Here's the plot with your suggestion:
pema99.bsky.social
Interestingly, the GLES3.2 spec amends the relevant section to _very briefly_ mention elliptical footprint. Vulkan spec has a similar small paragraph. Seems to me like that would put Mesa in violation of both specs?
Reposted by Pema99
lei-lei.bsky.social
one of the curious things I try with different GPUs is r_colorMipLevels 1 in q3dm1 on Quake3
3dfx Voodoo2 VideoCore IV Geforce2 GTS PowerVR PCX2