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Ray-Guiding

6 days ago 2 0 0 0
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2048 sample

6 days ago 1 0 0 0

No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.
No mysterious Promotion and Decay rules.

github.com/microsoft/Di...

1 week ago 0 0 0 0

hope this helps @okremiok.bsky.social c:

2 weeks ago 479 50 14 2
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sw raytraced sky visibility with mainlight direction debug.

2 weeks ago 0 0 0 0
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw

1 year ago 88 20 2 0
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dynamic deform
soft body

UE5

1 month ago 0 0 0 0
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ue5 approx soft body (non Niagara)

1 month ago 1 1 0 0
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Lightweight Dynamic Deform System WIP

1 month ago 0 0 0 0
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((‹( ˘꒳​˘ )›))
((‹( ˘꒳​˘ )›))
((‹( ˘꒳​˘ )›))

UE5 dynamic deformation material WIP

1 month ago 0 0 0 0
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Working on documenting frustum grids, rebuilding it piece by piece with Claude based on an earlier version that unfortunately got mangled by overly aggressive self-review: gist.github.com/vassvik/1ed6...

Still quite a bit missing, but getting there

1 month ago 15 1 1 0
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IBL + dynamic sky occlusion shadow

1 month ago 1 0 0 0
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Sky Visibility Debug on Surface Normal

1 month ago 1 0 0 0
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sky occlusion ssprobe apply to IBL WIP

1 month ago 2 0 0 0
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(゜-゜)RTX5070TI

1 month ago 1 0 0 0
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Dynamic Sky Occlusion ( no HW RT)

(゚∀゚)ダイナミック

1 month ago 2 0 1 0
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ScreenSpace Probe WIP

1 month ago 2 0 0 0
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Fibonacci Spiral Points

テスト

www.shadertoy.com/view/w3tcWX

1 month ago 3 0 0 0
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Current progress on my Bitonic sort obsession, compared against GPUSorting's OneSweep implementation (github.com/b0nes164/GPU...) as a reference

32-bit keys only. Tried to pick the best tuning parameters for the OneSweep reference to steelman the comparison

On my Blackwell Pro 5000 Mobile laptop

1 month ago 26 1 2 0
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GTAO BentNormal (radius 32, 8*8*2=128 sample)

PlaneApproximate BentNormal (radius 32, 16 sample)

1 month ago 1 0 0 0
Volume Rendering 方程式の背景を調べる

レイトレアドベントカレンダー2025に投稿しました
k-ishiyama.github.io/gpn/blog/202...

1 month ago 4 5 0 0

In HLSL, calling
GoldNoise(DispatchThreadID.xy, 1.0)
produces NaNs for certain values of DispatchThreadID.xy, e.g. (994, 581).

It doesn’t happen when I pass constant values, so it seems to occur only for non-uniform inputs ?🤔?

shadertoy.com/view/ltB3zD

2 months ago 2 0 0 0
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low sample ao

referenced->
Jimenez et al. / Practical Real-Time Strategies for Accurate Indirect Occlusion

2 months ago 1 0 0 0

ハピニュ

2 months ago 2 0 0 0
Preview
GitHub - nagakagachi/sample_project Contribute to nagakagachi/sample_project development by creating an account on GitHub.

readme update

Adaptive Software Tessellation with Concurrent Binary Trees

github.com/nagakagachi/...

2 months ago 4 0 0 0
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dynamic Is All You Need

2 months ago 3 0 0 0
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

2 months ago 467 191 19 12
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Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering.
Project Page: graphics.cs.utah.edu/research/pro...

@daqilin.bsky.social @tizian.bsky.social

2 months ago 52 12 1 0
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"Neon"
for(float i,d,z;i++<1e2;){vec3 p=z*normalize(r.xyy-FC.rgb*2.)-1.;d=max(p.y,0.);p.y-=d+d;p.z+=t;z+=d=.3*(.1*d+.01+length(vec2(cos(p.z*6.)/6.,1.-dot(cos(p),sin(p).yzx)))/++d/d);o+=(cos(p.z+vec4(0,1,3,0))+1.5)/d/z;}o=tanh(o/8e2);

9 months ago 42 8 0 0
Left. The dominant axis is x.
We first translate the ray along its direction vector such that the
transformed ray’s origin o coincides with the subspace spanned by
the other, non-dominant axes (only y in this 2D-example). Scaling
the direction vector by 1/dx the x-component of the transformed
ray’s direction d becomes 1. Now the intersection ray parameter
with the near and far plane along the x-axis directly corresponds
to the bounding box coordinates bminX and bmaxX without any further computations required

Left. The dominant axis is x. We first translate the ray along its direction vector such that the transformed ray’s origin o coincides with the subspace spanned by the other, non-dominant axes (only y in this 2D-example). Scaling the direction vector by 1/dx the x-component of the transformed ray’s direction d becomes 1. Now the intersection ray parameter with the near and far plane along the x-axis directly corresponds to the bounding box coordinates bminX and bmaxX without any further computations required

Axis-Normalized Ray-Box Intersection
"By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%"
graphics.tu-bs.de/publications...

9 months ago 30 6 1 0
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