Amirabbas Fazelinia's Avatar

Amirabbas Fazelinia

@utilyre

getting into computer graphics

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26.06.2025
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Latest posts by Amirabbas Fazelinia @utilyre

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We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles!
Try it yourself:
graphics.cs.utah.edu/research/pro...
Source code available.

07.03.2026 22:08 ๐Ÿ‘ 84 ๐Ÿ” 22 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 1

it appears that desktop versions suffer from this too :(

08.03.2026 10:01 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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compute shaders are fascinating

#glsl #shader #graphics #computergraphics #graphicsprogramming #gamedev #realtime #screenshotsaturday

07.03.2026 18:27 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Terrific. Is this using a custom engine?

06.03.2026 18:03 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I've got a simple level editor working for my Software Rendered 3D Game

04.03.2026 12:56 ๐Ÿ‘ 77 ๐Ÿ” 4 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0
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GitHub - gwiazdorrr/CxxSwizzle: Modern C++ swizzling header-only library Modern C++ swizzling header-only library. Contribute to gwiazdorrr/CxxSwizzle development by creating an account on GitHub.

this is genuinely cool
github.com/gwiazdorrr/C...

03.03.2026 19:29 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

bypassing the fixed-function vertex input stage feels nice

20.02.2026 16:51 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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HIP Threads: GPU power for teams without GPU experts - AMD GPUOpen HIP Threads lets C++ teams eliminate CPU hotspots by running familiar multithreaded code on AMD GPUs, no kernel rewrites or GPU expertise required, delivering real speedups in days.

HIP Threads lets C++ teams offload CPU hotspots to AMD GPUs by making minor changes to your existing multithreaded C++ code:

โš™๏ธ No kernel rewrites, no GPU expertise required.
๐ŸŽ๏ธ Just map threads and see real speedups in days.

๐Ÿ‘‰ Learn more: gpuopen.com/learn/hip-th...

19.02.2026 15:37 ๐Ÿ‘ 13 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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why don't people just do this type of inlining when it comes to the graphics pipeline?

19.02.2026 15:48 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Vulkanised 2026 - YouTube The 8th Vulkan Conference | San Diego, CA. USA | Feb 09-11, 2026 The Premier Vulkan Developer Conference Vulkanised is the largest event dedicated to develop...

My weekend plans? Binging the Vulkanised 2026 session videos

Great thanks to @khronos.org for getting these out!

youtube.com/playlist?lis...

19.02.2026 13:55 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw

15.02.2025 09:49 ๐Ÿ‘ 88 ๐Ÿ” 20 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water ๐Ÿ˜…

#indiedev #gamedev #indiegames

13.02.2026 14:55 ๐Ÿ‘ 40 ๐Ÿ” 4 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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polar hue w/ some tricks

13.02.2026 14:53 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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per-channel gradient

R: Cubic Hermite
G: Trigonometric
B: Exponential

13.02.2026 11:40 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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easing functions are cool

13.02.2026 11:24 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I built a sculpture for Burning Man.

12.02.2026 19:21 ๐Ÿ‘ 31 ๐Ÿ” 1 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Making a #WebGPU implementation of Lucas Alber's Markov Chain Path Guiding GI paper

12.02.2026 15:50 ๐Ÿ‘ 31 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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reminds me of the bouncing dvd logo in the late 90s

12.02.2026 17:47 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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some more experiments with shading functions

12.02.2026 10:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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simple sine fractal

09.02.2026 17:27 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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well, that's a good excuse

09.02.2026 16:36 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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ue5 approx soft body (non Niagara)

08.02.2026 13:43 ๐Ÿ‘ 1 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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WATER
SIMULATION
IS
WORKING!!!

It's extremely non-optimized, and there are still some glitches, and of course the rendering is very temporary, but IT'S WORKING!

#indiedev #gamedev #indiegames

03.02.2026 20:14 ๐Ÿ‘ 257 ๐Ÿ” 14 ๐Ÿ’ฌ 13 ๐Ÿ“Œ 0
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Bevy 0.18 Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

Bevy 0.18 is out now!

It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!

bevy.org/news/bevy-0-...

13.01.2026 21:41 ๐Ÿ‘ 182 ๐Ÿ” 72 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 3

it turns out not yet: gitlab.com/libvirt/libv...

10.01.2026 16:48 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

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.

03.01.2026 18:15 ๐Ÿ‘ 76 ๐Ÿ” 29 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

06.01.2026 19:53 ๐Ÿ‘ 266 ๐Ÿ” 51 ๐Ÿ’ฌ 13 ๐Ÿ“Œ 2

i can imagine nvidia devs who are working on vulkan drivers absolutely ignoring most of the "low-level" parameters just because who cares

27.12.2025 17:56 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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who says you can't take a pointer to an rvalue in c? it's always been possible since c99

24.12.2025 11:39 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

i should read the wayland spec top to bottom one day ๐Ÿค”

23.12.2025 07:40 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0