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Huw Bowles

@huw-bowles

Procedural@Epic. Gazing out in awe.

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24.01.2025
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Latest posts by Huw Bowles @huw-bowles

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Introducing FragCoord: My ultimate shader editing tool!

13.02.2026 02:20 ๐Ÿ‘ 289 ๐Ÿ” 84 ๐Ÿ’ฌ 11 ๐Ÿ“Œ 8

Looks really cool! One thing I always wished shadertoy had was a way to publish functions so you could share tonemap_aces and other people could then use it. Thought I'd mention in case interesting

20.02.2026 07:56 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Love this! #retrocomputing #coding

22.11.2025 14:21 ๐Ÿ‘ 157 ๐Ÿ” 56 ๐Ÿ’ฌ 8 ๐Ÿ“Œ 2
Unreal Engine 5.6 PCG - Ep 10 - Introduction to GPU - Texture
Unreal Engine 5.6 PCG - Ep 10 - Introduction to GPU - Texture YouTube video by Adrien Logut

Hey there! New #PCG video continuing the exploration of #GPU generation! We're targeting the texture sampling and add collisions on GPU. youtu.be/RrIYQjiDdho #UE5 #procedural

27.10.2025 12:54 ๐Ÿ‘ 12 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
GPU Work Graphs Course

#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/

10.08.2025 21:01 ๐Ÿ‘ 40 ๐Ÿ” 16 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

Check out all the details here: advances.realtimerendering.com/s2025/index....

and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!

06.08.2025 05:53 ๐Ÿ‘ 68 ๐Ÿ” 31 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Check out Range, my latest exploration of how far we can push a scene using Nanite Voxelization, 200 Trillion Polys Scattered with PCG on a 16k x 16k Resolution Houdini Landscape.

#UE5 #UnrealEngine #GameDev #EnvironmentArt #NaniteFoliage #Cinematic

02.08.2025 07:52 ๐Ÿ‘ 106 ๐Ÿ” 27 ๐Ÿ’ฌ 6 ๐Ÿ“Œ 1
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Algorithms for making interesting organic simulations Article explaining simulation algorithms that produce complex organic behaviours, starting with the classic physarum algorithm from Jeff Jones.

I wrote this article explaining algorithms for physarum-style simulations
bleuje.com/physarum-exp...

13.07.2025 21:14 ๐Ÿ‘ 90 ๐Ÿ” 28 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 3
Unreal Engine 5.6 PCG - Ep 9 - Introduction to GPU
Unreal Engine 5.6 PCG - Ep 9 - Introduction to GPU YouTube video by Adrien Logut

Hey there! New #PCG video with an introduction to GPU generation! You might have seen the foliage in #TheWitcher4 tech demo, it uses extensively GPU spawning for that!
youtu.be/0tXVLP3MWhE
#UE5 #procedural

22.07.2025 21:44 ๐Ÿ‘ 11 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...

19.11.2024 22:24 ๐Ÿ‘ 107 ๐Ÿ” 30 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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Using PCG with GPU Processing in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community An introduction to Procedural Content Generation using GPU Execution and how to use it with your PCG workflow in Unreal Engine.

What a week. Unreal Engine 5.6 represents my 11th release in the 5 years Iโ€™ve been at Epic Games. For this release, my team focused on expanding PCG documentation, such as this great piece on using GPU generation w/ PCG: dev.epicgames.com/documentatio...

06.06.2025 18:28 ๐Ÿ‘ 18 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...

07.05.2025 13:39 ๐Ÿ‘ 12 ๐Ÿ” 6 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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We often use discretization to approximate continuous laws of physics, but it also goes the other way:

You can use continuous equations to approximate the behavior of discrete systems!

Here we'll see how electrical circuits can be modeled using the Laplace equation ฮ”ฯ†=0. [1/n]

07.04.2025 13:40 ๐Ÿ‘ 84 ๐Ÿ” 23 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

Houdini is a good reference for this. I found having sections of a large graph shift around while authoring starts making things unaligned / overlapping so isn't something I make use of personally.

24.01.2025 12:19 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0