inspired by CLAUDE.md, Iโve started putting markdown files named after coworkers into work code repos so I can remind them to stop doing shit to the codebase that annoys me
for some reason theyโre all mad at me now, which means ill be adding commands to JEREMY.md for an attitude adjustment
Posts by Victortazo
Hello graphics Bluesky! ๐งก
I heard through the grapevine that my colleague Daniil Smoliakov is looking for new opportunities!
He's one of the most talented and tireless people I've ever seen at work so he deserves the praise ๐
Try and get him while you can! ๐๐จ
www.linkedin.com/in/daniil-sm...
this is fine
Finished Expedition 33 and all the side content! I had tremendous amounts of fun throughout the 60 odd hours it took me to finish it (I did have to cheese Simon, I'm not built like that). Congrats to the development team, and thanks for all the chroma ๐จโ๐จ
Still January so happy new year.
Put my 18 inches of Messmer in a Messmer sized box
I found an Elden Ring evergaol IRL
Who is he
Finally got to meet my idol
Kamppi Chapel in Helsinki, looking very dark at grazing angles.
Something's wrong with the Fresnel term on the BRDF, may have forgotten to invert the cosine term ๐ค
Please check out Ruben's post on order-independent transparency! My blog posting senses are tingling!
Hola graphics people! โค๏ธ
I've been meaning to do some write-ups that are hopefully useful, so this first one is about my approach to Order-Independent Transparency.
osor.io/OIT
๐Super excited to finally release this!๐
I hope you enjoy it!
Super Mario 64 (1996, Nintendo 64) uses blob shadows for characters. Left: A blob shadow overlapping with tree shadows. Center: A blob shadow getting clipped using a hardware decal feature. Right: All moving characters and objects have their own shadow. The clipped shadow inside that transparent bubble shows the limitation of the Nintendo 64 decal feature. Screenshots taken in the ares emulator.
Left: Crash Bandicoot: Warped (1998, PlayStation) renders shadow textures at runtime. Right: Soldier of Fortune (2000, PC) also does but at a lower resolution.
I wrote about video game shadow techniques on my blog:
๐ 30fps.net/pages/videog...
I've always liked different ways to draw shadows in games. I went and tried to find visually distinct examples and explain their differences. I hope you'll find it inspiring!
I feel like in the past few years I've unlearned how to tweet. The website kept getting worse and worse. I used to really enjoy sharing my thoughts, shiny pixels and random pictures. So far I'm enjoying Bluesky, so I'm going to force myself to be a bit more active for a while and see if it sticks :)
A new Diffuse BRDF just dropped! Count me in, looks exciting.
Forward from X:
โEON: A practical energy-preserving rough diffuse BRDFโ, by
Jamie Portsmouth, Peter Kutz, and Stephen Hill.
Link:
arxiv.org/abs/2410.18026
(GLSL code in paper)
Abstract: "We introduce the "Energy-preserving Oren--Nayar" (EON) model for reflection from rough surfaces. ..."
Hello hello, let's see if this one sticks.