game_programming, to gamedev
Az, to rust
@Az@mastodon.gamedev.place avatar
froyok, to gamedev
@froyok@mastodon.gamedev.place avatar

Here we go !
My new article is out and in this one I deep dive into the rendering of the game Syndicate: https://www.froyok.fr/blog/2024-01-breakdown-syndicate/

#gamedev #rendering #shader #bloom

Az, to rust
@Az@mastodon.gamedev.place avatar

Wrote a first grid-based sdf generation. 12 seconds for 1M5 triangles on a single thread for a 100x100x100 grid (1M points). Already quite happy with it as it's in the realm of "usable". The model was also a bad fit for the algorithm.

#rust #wgpu #dev #gamedev #rendering

A signed distance field point cloud of a chessboard with all its pieces on it. It's mostly show the surface. On the left, an UI saying the models contains 934k vertices, 4M5 indices and 1M5 triangles. The generation took 11.3 seconds.

Az, to rust
@Az@mastodon.gamedev.place avatar

I was surprised not to find a mesh-to-sdf lib in rust, so I built my own with a visualizer, which also acts as a voxelizer. I wasn't sure what the state of the art was in this area (apart from a deep-learning approach), so I did my own thing.
A bit bruteforcy, but enough for my needs. I'll write a grid-specific version since that's my main use case and there's room for much faster than my current implementation.

Would a crate for this be useful to you?

#rust #wgpu #rendering #gamedev

A point cloud representing an sdf (signed distance field) of suzanne, the blender monkey head. On the left, an ui to control the color of the points outside, inside and on the surface, to change the surface width and point size.

godotengine, to GraphicsProgramming
@godotengine@mastodon.gamedev.place avatar

What does the future hold for #Rendering in #Godot? 💭

If this is a question you frequently ask yourself, we have just the article for you:

Find a list of recent changes to the rendering system, as well as a selection of #Priorities the team aims to focus on this year 🥇🥈🥉

https://godotengine.org/article/rendering-priorities-january-2024/

froyok, to gamedev
@froyok@mastodon.gamedev.place avatar

It's December 31, I couldn't close this year without posting a new article on my website. ;)

I wanted to write a recap (and some additional thoughts) on all the work I did building my own game engine called "Ombre" over the past year: https://www.froyok.fr/blog/2023-12-ombre-dev-blog-1/

#gamedev #rendering #opengl

tuxedocomputers, to blender German
@tuxedocomputers@linuxrocks.online avatar
sos, to gamedev
@sos@mastodon.gamedev.place avatar
wjarosz, to GraphicsProgramming

I'm calling it. Samplin' Safari version 2 is out! This is my small research-oriented tool to visualize and interactively inspect high-dimensional random points (as used for e.g. Monte Carlo #rendering).

Many changes and new features (a thread).

https://github.com/wkjarosz/SamplinSafari

ruby0x1, to GraphicsProgramming
@ruby0x1@mastodon.gamedev.place avatar
TheAnimator, to graphics

Reminder that paper submissions for i3D 2024 are due the 5th of January. I am also seeking sponsors. If you aren’t in a position to approve sponsorship yourself, I’d be more than happy to email your company if you can provide me with a contact point 😁 https://i3dsymposium.org/2024/ #i3D2024 #graphics #gpu #rendering

itnewsbot, to citiesskylines

Cities: Skylines 2’s troubled launch, and why simulation games are freaking hard - Enlarge (credit: Paradox Interactive)

The worst thing about Ci... - https://arstechnica.com/?p=1984342 :skylines2

KeefJudge, to unrealengine
@KeefJudge@mastodon.social avatar

https://epicgames.ent.box.com/s/ul1h44ozs0t2850ug0hrohlzm53kxwrz

I found this slide deck which is a great resource on getting started with #UE5's RDG, for those of us used to #UE4's RHICommandList way of doing rendering.

#rendering #unreal

hywan, to GraphicsProgramming
@hywan@fosstodon.org avatar

Bevy 0.12, https://bevyengine.org/news/bevy-0-12/.

Once again, an incredible release. Great job 👏 !

#rendering #game #engine #RustLang #ECS

Az, to rust
@Az@mastodon.gamedev.place avatar

@sebastianlague latest video made me want to try his spatial grid algorithm. I've been wanting to try gpu-based spatial partitioning for quite a while and Sebastian's explanations are really nice to follow and wrap one's head around the concept.
But first, particles!

#rust #webgpu #simulation

A thousand circle particles behaving fluid-like, constrained in a circle, sometimes erupting before stabilizing again.

Az,
@Az@mastodon.gamedev.place avatar

hello_sponza.jpg

#rust #wgpu #rendering

Az,
@Az@mastodon.gamedev.place avatar
Az,
@Az@mastodon.gamedev.place avatar
Az,
@Az@mastodon.gamedev.place avatar

A fun consequence of my specular hack: models without a material are now mirrors.

#rust #wgpu #rendering #blender #blender3d

Suzanne (Blender monkey head model) rendered as a mirror inside an hdri forest.

SFAutor, to GraphicsProgramming

Blender 3.6.5 LTS has been released for download.
#blender3d #3dart #3dmodelling #rendering
https://www.blender.org

gpuopen, to Futurology
@gpuopen@mastodon.gamedev.place avatar

Two new #research papers today from our Advanced #Rendering Research Group here at #AMD!

🧵 Paper 1/2: Introducing an easy method for improving the quality of #VNDF sampling for reflections.

This simple method limits the sampling range for a state-of-the-art VNDF sampling method that uses a spherical cap.

https://gpuopen.com/download/publications/Bounded_VNDF_Sampling_for_Smith-GGX_Reflections.pdf?utm_source=mastodon&utm_medium=social&utm_campaign=arrg

Supplemental: https://gpuopen.com/download/publications/Bounded_VNDF_Sampling_for_Smith-GGX_Reflections_Supplementary_Document.pdf?utm_source=mastodon&utm_medium=social&utm_campaign=arrg

See reply below for paper 2! 👇

gpuopen,
@gpuopen@mastodon.gamedev.place avatar

🧵 Paper 2/2 introduces a novel approach to #rendering #reflections in real time that combines the radiance probes of an existing diffuse global illumination framework (GI-1.0) and denoised ray-traced reflections.

https://gpuopen.com/download/publications/SA2023_RealTimeReflection.pdf?utm_source=mastodon&utm_medium=social&utm_campaign=arrg

#SiggraphAsia2023

See more papers from our Advanced Research Research Group at: https://gpuopen.com/advanced-rendering-research/?utm_source=mastodon&utm_medium=social&utm_campaign=arrg

metin, to blender
@metin@graphics.social avatar

Blender aficionados will be pleased to read that the EEVEE Next renderer with Screen-Space Global Illumination is now available in the latest alpha builds.

Be sure to open the Preferences and check Interface ➔ Developer Extras, then Experimental ➔ EEVEE Next to activate it.

#blender #Blender3D #B3D #3D #rendering #tip #tips

alice_i_cecile, to GraphicsProgramming
@alice_i_cecile@mastodon.gamedev.place avatar

Incredible showcase by Feenster, demonstrating what @bevy 's #rendering stack can pull off with a few shaders :D

It's just a fun construction toy / hobby project from what he's said, but every time there's an update I get 😍

#gamedev #art

A beautiful toon-shaded tiny globe, covered in small buildings and windmills.

Blender, to GraphicsProgramming
@Blender@mastodon.social avatar

What magic did the Studio team use to make 'Wing It!' look so charmingly cartoony? 🖍️ Technical Artist Simon takes you through the process. The first article of a series explaining what goes on behind the camera, so to speak.
Ready? Go! ▶️

https://studio.blender.org/blog/shading-and-rendering-of-wing-it/

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