Introducing FragCoord: My ultimate shader editing tool!
Introducing FragCoord: My ultimate shader editing tool!
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
Love this! #retrocomputing #coding
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
#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
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!
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
I wrote this article explaining algorithms for physarum-style simulations
bleuje.com/physarum-exp...
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
SamplingLab : a small tool to live code and visualize samples
aduprat.com/tools/sampli...
What a week. Unreal Engine 5.6 represents my 11th release in the 5 years Iโve 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...
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...
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 ฮฯ=0. [1/n]
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.