Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social
rtryan98.github.io/2025/10/04/o...
๐ฅฒSad to hear... I appreciate the response though ๐
Do you guys take interns? ๐ ๐ฅน
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us ๐
It was a quick and fun read :) Nice job! ๐
Can't wait to give it a read ๐
Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is โฌ๏ธ
I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here:
github.com/Gikster007/n...
Sponza running at ~3ms @1080p with 1 Directional Light and IBL
Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy ๐
The water looks nice! What sort of technique did you use? Is it FFT-based, or something more like flow maps?
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon
Every time I hear there is another GDC, I thank kutaragi-sama I am not invited. That being said, hope the rest of y'all have fun
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
This just popped up in my Google News tab on my phone. Looks pretty interesting. I wonder what the pricing will be like.
www.tomshardware.com/pc-component...
Implemented CSM and spot light shadows in uni game engine
Looking forward to the blog post :)
Oh, I see. Thanks for the info :)
Why is it a huge pain to use?
Cool! What are your thoughts on it so far? I wonder how similar it is to other APIs ๐ค
is this made with SDL GPU?
Commenting also bumps up the post (I think) :)
Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think ๐
gikster.dev/posts/Ocean-...
Can definitely recommend!
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
Classic...
Thanks! It was made on the PS5 api
It's definitely far from perfect, the main issue being tiling. I have a few ideas already to deal with that, hopefully during the next project :) What's left for the week is to work on documentation and the technical blog post