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Code is now up. Would love some comments on the interface / implementation, see issue #83 :https://github.com/jbikker/tinybvh/issues/83

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Code is now up. Would love some comments on the interface / implementation, see issue #83 :
github.com/jbikker/tinybvh/iss

23.1.2025 19:05Code is now up. Would love some comments on the interface / implementation, see issue #83 :https://github.com/jbikker/tinybvh/issues/83
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What's up with the bunnies? They consist of spheres. :) You can now combine triangles, custom geometry, and multiple BVH layouts all in...

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What's up with the bunnies? They consist of spheres. :) You can now combine triangles, custom geometry, and multiple BVH layouts all in one TLAS, in both single and double precision. This does not affect perf of the default path (i.e. triangles only scenes).
Soon on the dev branch of tionybvh: github.com/jbikker/tinybvh/tre

23.1.2025 16:43What's up with the bunnies? They consist of spheres. :) You can now combine triangles, custom geometry, and multiple BVH layouts all in...
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Ke-Sen Huang has the first batch of EGSR'24 papers:https://realtimerendering.com/kesen/egsr2024-Changelog.htmLooking good:Bridge...

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Ke-Sen Huang has the first batch of EGSR'24 papers:
realtimerendering.com/kesen/eg

Looking good:
Bridge Sampling for Connections via Multiple Scattering Events by Schüßler et al., and
ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering (repo).

8.7.2024 16:33Ke-Sen Huang has the first batch of EGSR'24 papers:https://realtimerendering.com/kesen/egsr2024-Changelog.htmLooking good:Bridge...
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What is the correct FOV to use in a game?Think of your monitor as a window. Lines from your eye to the monitor (in the real world) should...

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What is the correct FOV to use in a game?

Think of your monitor as a window. Lines from your eye to the monitor (in the real world) should continue in the same direction in the virtual world.

You get this by taking the angle between the two solid lines: This is the correct FOV.

The default field of view in Starfield is 85. This may be correct, depending on how large your monitor is, and how close you are to it.

Helldivers 2 uses a vertical FOV of 55: roughly 85 vertically on a 16:9 monitor.

7.7.2024 12:30What is the correct FOV to use in a game?Think of your monitor as a window. Lines from your eye to the monitor (in the real world) should...
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The #thisisigad C/C++ TMPL8 has been updated to 2024, with better OpenCL support, a 3D scene graph (via @syoyo's tinygltf/obj).And:...

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The C/C++ TMPL8 has been updated to 2024, with better OpenCL support, a 3D scene graph (via @syoyo's tinygltf/obj).

And: Several examples, many of which my (former) students will recognize. :)

repo: github.com/jbikker/tmpl8

Looking forward to '24/'25 at
BUas!

3.7.2024 15:29The #thisisigad C/C++ TMPL8 has been updated to 2024, with better OpenCL support, a 3D scene graph (via @syoyo's tinygltf/obj).And:...
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Our @BuasGames Y1 students did a remake of Will Wright's retro game 'Raid on Bungeling Bay', famous on #C64, NES and #MSX. How...

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Our @BuasGames Y1 students did a remake of Will Wright's retro game 'Raid on Bungeling Bay', famous on , NES and . How did they do?

Play it on itch.io: buas.itch.io/team-ginger

29.6.2024 15:09Our @BuasGames Y1 students did a remake of Will Wright's retro game 'Raid on Bungeling Bay', famous on #C64, NES and #MSX. How...
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As paper co-chair for the High Performance Graphics conference (together with AMD's @AaronKnoll1) I am incredibly proud to announce that...

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As paper co-chair for the High Performance Graphics conference (together with AMD's @AaronKnoll1) I am incredibly proud to announce that the paper line-up is now officially available on the HPG'24 website:

highperformancegraphics.org/20

28.6.2024 18:09As paper co-chair for the High Performance Graphics conference (together with AMD's @AaronKnoll1) I am incredibly proud to announce that...
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Updated: bvh_article source repo, at:https://github.com/jbikker/bvh_articleNow with full OpenCL 3.0 support.This takes you from basic...

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Updated: bvh_article source repo, at:
github.com/jbikker/bvh_article
Now with full OpenCL 3.0 support.

This takes you from basic CPU-side triangle intersection to real-time CPU ray tracing, and via basic GPU OpenCL first-hit to massive TLAS/BLAS. My poor UHD620. :)

Matching blog posts: jacco.ompf2.com/2022/06/15/how

25.6.2024 18:56Updated: bvh_article source repo, at:https://github.com/jbikker/bvh_articleNow with full OpenCL 3.0 support.This takes you from basic...
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@sebastianlague has an excellent video up showing the impact of BVH (including SAH) on ray tracing performance. Good...

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@sebastianlague has an excellent video up showing the impact of BVH (including SAH) on ray tracing performance. Good stuff.

youtube.com/watch?v=C1H4zIiCOa

And thanks for the references to the BVH tutorial on my blog! jacco.ompf2.com/2022/04/13/how

12.6.2024 14:43@sebastianlague has an excellent video up showing the impact of BVH (including SAH) on ray tracing performance. Good...
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Good explanation of the Riemann sum. ;) Thanks Justin Kujawa for sharing it with me! To see it applied to computer graphics, see this...

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Good explanation of the Riemann sum. ;) Thanks Justin Kujawa for sharing it with me!

To see it applied to computer graphics, see this article on the topic: jacco.ompf2.com/2019/12/11/pro

31.5.2024 13:36Good explanation of the Riemann sum. ;) Thanks Justin Kujawa for sharing it with me! To see it applied to computer graphics, see this...
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https://carette.xyz/posts/state_of_vulkan_2024/TL;DR: Too hard to learn; many people stick with OpenGL. In the meantime, a colleague at my...

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carette.xyz/posts/state_of_vul

TL;DR: Too hard to learn; many people stick with OpenGL. In the meantime, a colleague at my university asked if it would be safe to basically switch to path tracing altogether for year 2 courses next year, using the APIs to render 2 tris essentially...

30.5.2024 18:55https://carette.xyz/posts/state_of_vulkan_2024/TL;DR: Too hard to learn; many people stick with OpenGL. In the meantime, a colleague at my...
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Episode 6 in the series on real-time Voxel Ray Tracing in C++ is now...

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Episode 6 in the series on real-time Voxel Ray Tracing in C++ is now available:

jacco.ompf2.com/2024/05/29/ray

This time: Path Tracing. Including: BRDF & pdf, the random bounce, cosine-weighted bounce and verifying ground truth.

29.5.2024 09:18Episode 6 in the series on real-time Voxel Ray Tracing in C++ is now...
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Preparing episode 6 for the Voxel Ray Tracing in C++ series, of which the first 5 episodes are available on my blog:...

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Preparing episode 6 for the Voxel Ray Tracing in C++ series, of which the first 5 episodes are available on my blog:

jacco.ompf2.com/author/jbikker

Path tracing requires a tiny algorithm, but it produces some stunning results. Hopefully the article is done on Wednesday.

27.5.2024 08:29Preparing episode 6 for the Voxel Ray Tracing in C++ series, of which the first 5 episodes are available on my blog:...
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New episode (number 5 already!) in the series on Real-time Voxel Ray Tracing in...

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New episode (number 5 already!) in the series on Real-time Voxel Ray Tracing in C++:

jacco.ompf2.com/2024/05/22/ray

This time the topic is reprojection. This is a complex topic and thus a lengthy episode.

22.5.2024 08:47New episode (number 5 already!) in the series on Real-time Voxel Ray Tracing in...
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Episode 4 of the series on Voxel Ray Tracing in C++ is now online: https://jacco.ompf2.com In this episode: improving soft shadows using...

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Episode 4 of the series on Voxel Ray Tracing in C++ is now online:

jacco.ompf2.com

In this episode: improving soft shadows using stratification and blue noise. As always, it starts with the template, available from Github: github.com/jbikker/voxpopuli

15.5.2024 07:59Episode 4 of the series on Voxel Ray Tracing in C++ is now online: https://jacco.ompf2.com In this episode: improving soft shadows using...
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Episode 3 of the Voxel Ray Tracing in C++ series is now...

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Episode 3 of the Voxel Ray Tracing in C++ series is now available:

jacco.ompf2.com/2024/05/08/ray

This time: stochastic techniques; anti-aliasing, the accumulator, soft shadows. And: scene loading.

Viking outpost scene credit: PabloDebusschere / Sketchfab.

8.5.2024 15:19Episode 3 of the Voxel Ray Tracing in C++ series is now...
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The second episode in the series on Voxel Ray Tracing in C++ is now...

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The second episode in the series on Voxel Ray Tracing in C++ is now available:

jacco.ompf2.com/2024/05/01/ray

In this episode we add recursive reflections and refraction with Snell's law and Fresnel. With the included template, everything runs in real-time on your CPU.

1.5.2024 12:17The second episode in the series on Voxel Ray Tracing in C++ is now...
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The deadline for paper abstracts for High Performance Graphics '24 is just 5 days away! easychair.org/conferences/...Join us in Denver...

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The deadline for paper abstracts for High Performance Graphics '24 is just 5 days away!

easychair.org/conferences/...

Join us in Denver from July 26-28 for the leading international forum for performance-oriented graphics and imaging systems research.

19.4.2024 09:48The deadline for paper abstracts for High Performance Graphics '24 is just 5 days away! easychair.org/conferences/...Join us in Denver...
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Bought a nice game on Steam: Sea of Stars. Lovely graphics.

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Bought a nice game on Steam: Sea of Stars. Lovely graphics.

19.9.2023 14:52Bought a nice game on Steam: Sea of Stars. Lovely graphics.
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https://www.reedbeta.com/blog/reading-veach-thesis/By @reedbeta.

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reedbeta.com/blog/reading-veac
By @reedbeta.

4.12.2022 08:24https://www.reedbeta.com/blog/reading-veach-thesis/By @reedbeta.
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