A few topics have been on my mind recently, and I'd love to write about some of them. Here's a list:
* Why everyone should write a GameBoy emulator
* Modern low-level Android rendering in Vulkan from a Desktop/Console perspective
* Experiments with Lua in asset pipelines
Not sure where to start!
17.10.2024 18:05A few topics have been on my mind recently, and I'd love to write about some of them. Here's a list:* Why everyone should write a...Something I've wondered about Vulkan's VkApplicationInfo structure used on instance creation. Do any IHVs use the app and engine names and versions for anything? I guess it'd be used to replace using exe names for driver profiles, but I've never heard of them actually being used
24.10.2023 16:51Something I've wondered about Vulkan's VkApplicationInfo structure used on instance creation. Do any IHVs use the app and engine...More terrain! Starting to stress the system a bit more. Terrain spans about 2kmx2km with 0.5m/texel at the most detailed LOD, but should be able to go much bigger. Will need to do texture streaming for that, but I think I might do some shading magic first.
9.10.2023 22:58More terrain! Starting to stress the system a bit more. Terrain spans about 2kmx2km with 0.5m/texel at the most detailed LOD, but should be...The terrain is represented as a quadtree, with each node containing a 129x129 heightmap. LODs are selected based on distance to the camera. Currently the entire terrain is one instanced draw call.
9.10.2023 06:32The terrain is represented as a quadtree, with each node containing a 129x129 heightmap. LODs are selected based on distance to the camera....It's been a while! Thought I'd share some my progress on my new terrain rendering project! I'm partially basing my approach on the Far Cry terrain system. The video shows tile LOD selection. Still some problems with seams between LODs and with normal generation at tile edges.
9.10.2023 06:32It's been a while! Thought I'd share some my progress on my new terrain rendering project! I'm partially basing my approach on...This scene kinda looks familiar somehow. Can't quite put my finger on it... Clouds look nice though!
31.12.2022 20:11This scene kinda looks familiar somehow. Can't quite put my finger on it... Clouds look nice though!More noodling on clouds! Starting to get closer to a believable shape. Not quite there yet, but happy with the progress so far!
23.12.2022 22:54More noodling on clouds! Starting to get closer to a believable shape. Not quite there yet, but happy with the progress so far!Started working on clouds today! Decided to start off with the ray marching and lighting infrastructure. Got things to a pretty good state, so next step is actually getting this thing to look like a cloud!
21.12.2022 05:35Started working on clouds today! Decided to start off with the ray marching and lighting infrastructure. Got things to a pretty good state,...More ray traced reflection work (final render and specular GI only shown). Everything is relatively stable, even in motion. Used an approach similar to SEED's dual source reprojection for temporal accumulation. Still some very obvious haloing which needs to be fixed!
1.12.2022 04:48More ray traced reflection work (final render and specular GI only shown). Everything is relatively stable, even in motion. Used an approach...I worked on a bunch of glossy reflection stuff years ago on Halo Infinite and haven't really touched it again since. Fun to be back in familiar territory!
28.11.2022 06:54I worked on a bunch of glossy reflection stuff years ago on Halo Infinite and haven't really touched it again since. Fun to be back in...Before and after comparisons of my first good results of glossy ray traced reflections. Rays traced at 1spp at half res with a full screen resolve. Doesn't look great in motion yet, but in shots like these it makes a huge difference!
28.11.2022 06:49Before and after comparisons of my first good results of glossy ray traced reflections. Rays traced at 1spp at half res with a full screen...Fun things to do with a dynamic GI solver and emissive materials: Glowy stuff casts light! And shadows! (Sort off). There are no analytic light sources in this scene!
8.11.2022 04:59Fun things to do with a dynamic GI solver and emissive materials: Glowy stuff casts light! And shadows! (Sort off). There are no analytic...Started picking up some home project work again. Fixed up some long standing issues with my TAA and RTAO implementations. Also finally got around to hooking up emissive materials. Here's a WIP shot of me tinkering with the Bistro scene, just for fun.
8.11.2022 04:16Started picking up some home project work again. Fixed up some long standing issues with my TAA and RTAO implementations. Also finally got...Hi friends, I'm reviving my Mastodon account! You might know me better as @BelgianRenderer on Twitter.
I do graphics at Roblox, but have a history in AAA graphics!
I post fun stuff at www.gijskaerts.com (sometimes).
8.11.2022 04:03Hi friends, I'm reviving my Mastodon account! You might know me better as @BelgianRenderer on Twitter.I do graphics at Roblox, but have...I'm writing a series of blog posts on graphics engine architecture! Part 1 and 2 are available to read now! Read them here: http://www.gijskaerts.com/wordpress/?p=98
9.8.2018 16:40I'm writing a series of blog posts on graphics engine architecture! Part 1 and 2 are available to read now! Read them here:...⬆️
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