oh that is awesome, well deserved! congrats @ocornut.bsky.social
oh that is awesome, well deserved! congrats @ocornut.bsky.social
Or integrate your tool... ;)
Engines should always provide hot reloading for code and ata for iterating quicker. ^^
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...
A bit a salt makes food better!
New blog post is finally up: (Ab)using Shader Execution Reordering.
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.
Is this inspired by Tiny Glade ?
I'm so sad ! The post was deleted before I can enjoy it... Nooooo.
Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more?
The link in case you're interested β¨ jettelly.com/store/visual...
#indiedev #gamedev #unity3d
Screenshot of the blog post.
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.
irradiance.ca/posts/micros...
It might remains used for 50 more years.
Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since.
At the time FSR3 FG was in dev, many overlays and apps were not expecting...
Providing sources and ensuring engines can integrate frame generation over their swap chain and frame pacing solutions is probably the most meaningful approach for maximizing quality and performances.
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.
More details in the 'Volunteering' section of the home page.
Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
Hi Engine/graphics friends.
There are a few position open at Hello games over in Guildford.
Jr - Graduate level (programmer)
hellogames.org/jobs/junior-...
Mid - Sr level (engine/graphics)
hellogames.org/jobs/graphic...
Note: Iβm not affiliated with hello games just want to help boost openings
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
Cough
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Are you using any kind of unit/whatever tests ?
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
The 16_ray_query tutorial is out!
Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines.
Bonus sections:
β’ Shadow terminator
β’ Shading normal
github.com/nvpro-sample...