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Posts by Pema99

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The Velvet Underground - Heroin Listen to Heroin on TIDAL

genuinely one of the best songs of all time, it’s unbelievable that its almost 60 years old

3 days ago 842 54 44 6
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I just pushed out v7.0.0 of my shaders, and while I wanted to do a full on fancy trailer and a bunch of other promotion stuff - I didnt want to delay it any further. So it is live now! 350+ commits, hundreds of lines of changelog, all free
shaders.orels.sh

Happy Holidays! ❤️

#unity3d #shaders

3 months ago 54 18 0 2

You are cool cat

4 months ago 1 0 0 0

block (singular) game

6 months ago 3 0 0 0

Its been a month since i started using @gingerbill.org 's Odin language, so I feel compelled to finally write something about that
For context: I'm working on a little steamvr overlay tool in my free time. The goal is to learn more about steamvr and to write something lower level than i usually do

6 months ago 15 2 1 0
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12 angry men (1957)

6 months ago 1 0 0 0

Remember what they took from us

7 months ago 0 0 0 0
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🔷I've just released my soft outline shader!🔷

Do bloom-like effects on your avatar without post processing or screen effects! Vid has examples!

15% off for the first 48 hours!⬇️Link Below!⬇️

I am also doing a giveaway, like❤️, repost 🔁, and follow to enter!

#VRChat #ZekkDev

8 months ago 173 53 7 3

pretty

8 months ago 0 0 0 0
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IOI Careers Welcome to IOI Careers. Explore open jobs, and dive into our five unique studios across Copenhagen, Malmö, Barcelona, Istanbul, and Brighton.

We are looking for a Vulkan engineer to join our render team at IOI! Available locations are Copenhagen, Malmo and Barcelona. Feel free to reach out if you are interested or have question 😄
ioi.dk/careers?pane...

8 months ago 12 5 0 0
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📐

#art

8 months ago 551 181 12 0

lmao

8 months ago 242 54 31 4
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8 months ago 1 0 0 0
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Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used!
Thanks to @pema99.bsky.social for implementing this feature!

9 months ago 146 40 10 0
Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.

Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.

Photons are shot from the area light. The distribution is horrendous and needs a little work.

Photons are shot from the area light. The distribution is horrendous and needs a little work.

Photons are shot from the area light. The distribution is tweaked a bit but still bad.

Photons are shot from the area light. The distribution is tweaked a bit but still bad.

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Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good.
#metalrt #rendering

9 months ago 16 1 0 0

(Tarkus, 1972, Emerson Lake and Palmer)

9 months ago 1 0 0 0

What album or artist would you say profoundly reshaped the way YOU perceive music?

9 months ago 2 0 2 0
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Area Light Volumes... Thanks to @pema99.bsky.social for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!

10 months ago 63 8 1 0
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Particle gravity towards VRC Light Volume light direction
Particle gravity towards VRC Light Volume light direction YouTube video by d4rkpl4y3r

I made my fluid sim particles got towards the nearest light from the light volumes.
youtu.be/i8PFoagQhP0

11 months ago 5 2 0 0
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reflection probe any% world record

1 year ago 220 12 7 2
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

1 year ago 172 55 3 0

good riddance

11 months ago 1 0 0 0
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Slang can be made extremely close to GLSL/Shadertoy style of shaders by using a set of defines and typealiases, I've made a template in compute.toyts just for that compute.toys/view/1947
I also ported my most popular shadertoy using it:
compute.toys/view/1948

11 months ago 24 2 1 0

This is a fun story, thanks for sharing :) I'm gonna refrain from looking at the patent, as I do for all software patents.

11 months ago 1 0 1 0
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I did notice a single line in the DX11.3 spec "D3D11.3 will allow approximations to this effect." but didn't see something similar for the GLES3.2 spec. Taking another look now, I realize there is a similar approximation blurb, it was just hiding on the next page, heh

11 months ago 1 0 0 0
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Hmm.. I see what you mean. Here's the plot with your suggestion:

11 months ago 2 0 0 0
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Interestingly, the GLES3.2 spec amends the relevant section to _very briefly_ mention elliptical footprint. Vulkan spec has a similar small paragraph. Seems to me like that would put Mesa in violation of both specs?

11 months ago 0 0 1 0
3dfx Voodoo2

3dfx Voodoo2

VideoCore IV

VideoCore IV

Geforce2 GTS

Geforce2 GTS

PowerVR PCX2

PowerVR PCX2

one of the curious things I try with different GPUs is r_colorMipLevels 1 in q3dm1 on Quake3

11 months ago 11 1 0 0

What did you have in mind? 🤔

11 months ago 0 0 1 0
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Good suggestion, I just tried it out, pretty close to the hardware though still a bit off. They might be using some variant of this with some fudge/bias.

11 months ago 0 0 1 0