Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch.
If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?...
#AssassinsCreed
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...
Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
Yesterday on stream we've sketched out most of the support code for descriptor heaps. If you want to see the rest of the owl, I've committed the remaining pieces after the stream. For now all of the previous descriptor code is still required to support production drivers.
github.com/zeux/niagara...
Feels familiar, and yet that sort of making the wrong turn with the investigation (dismantling the complex system rather than the simple things) happens again and again.
How Michael Abrash doubled Quake framerate:
fabiensanglard.net/quake_asm_op...
"It's So Fluffy" #3dgs #GaussianSplatting
Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 It was discovered in Słupsk during peat mining in 1887. According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”. In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,
A little bear figurine carved out of amber some 6,000 years ago 🐻❤️
A hole runs through the bear’s torso suggesting it was threaded on a cord, perhaps worn or carried as a protective charm.
Found in a peat bog near Słupsk, Poland, in 1887.
📷 National Museum in Szczecin
#FindsFriday
#Archaeology
While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:
ludicon.com/castano/blog...
#webgpu #webgl #threejs #sparkjs
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Looking forward to this
the 2nd part of my dithering visual article is finally out!
🔗 visualrambling.space/dithering-pa...
this one mainly explores the threshold map and how it generates those unique visual patterns
hope you enjoy this as much as I enjoyed making it!
made with #threejs & #animejs
Finally finished Gatling's Metal backend! Here's a teaser of NVIDIA's USD / MDL sample scene 'Attic' running on macOS. What's special about the backend is probably that it uses the same GLSL code as the Vulkan backend, complete with hardware ray tracing. How does that work?
Let's build a 1997 Quake PC!
fabiensanglard.net/quake_pc/
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
Bootstrapping. Wraparound over illustration for a book on computing development.
Sketchbook drawing of a big old spaceship, ink and marker
From the Lockdown Era
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM
graphicsprogrammingconference.com/archive/2025...
Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
Whether you like it or not, a Gaussian splat of wasp! It's menacing.. but also gorgeous! #3dgs
A mech miniboss I animated for Neon Inferno.
Base concept by Kryssalian.
#pixelart
🤔 What if you could skip painful subdiv modeling and paint your knurls instead?
@oddenough.art demonstrates a fast, non-destructive workflow using Toolbag’s vector layers and symmetry mode to create and refine knurling patterns in no time.
Dear ImGui now embeds a vector/scalable version of the classic font by default, manually subsetted/optimized so it fits in 18 KB (opt-out possible). Embedding ensures easily and readily usable in all contexts. Should default to new one on most setups. Here's a compare of both. #ChristmasMiracle
Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...