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Posts by Lionel Lemarié

Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

3 days ago 257 80 8 2
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Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
mamoniem.com/behind-the-p...

1 week ago 81 23 0 2
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My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V2...

Companion blog post:
blog.runevision.com/2026/03/fast...

#ProcGen #vfx #GameDev

2 weeks ago 541 170 16 5
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That looks amazing!
I wanted to try to replicate it. This is the closest I've got so far.

1 month ago 1 0 0 0
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The #WebGPU global illumination engine is getting somewhere, now with volumetric light shafts (00:58) and fully destructible environments. Sorry about the mouse cursor, that's how you know it's real, AI would _never_.

1 month ago 26 1 0 0
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Got some time to spend on the pathtracer denoiser. It's getting there, and the next step is to fix those disocclusion artefacts.

I will start working more and more on this project, and share more info hopefully soon!

#rust #webgpu

1 month ago 12 1 1 0
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For contrast, here's a naive attempt in my renderer.
I'd say it clearly demonstrates how amazingly clean yours is...

2 months ago 6 0 1 0

Wow that looks amazing!
Each time I'm still blown away by how responsive the lighting is in your renderer.

2 months ago 1 0 1 0
Preview
On macOS there's a system beep each time a key is pressed · Issue #5 · Atrix256/Thirteen Repro on macOS: Run a sample, press a key: there's a system beep. The app does receive and process the key press, but the beep is unwanted. That's because sendEvent: is called after the app process...

Hey Fran @carucci.photography (: Here's another report for you: github.com/Atrix256/Thi...

2 months ago 1 0 1 0

Linux support works really well! Superb job.
Keyboard support is a tricky one, though.
bsky.app/profile/hike...

2 months ago 2 0 1 0
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They work now! thirteen.h and tinybvh.h make for quick and easy multiplatform ray tracing (:
Here's Ubuntu and macOS.

2 months ago 12 2 0 1

Sorry, I wasn't clear. When it's realtime at 1spp, it's super noisy. This video has lots of accumulated samples and took overnight to render. Very minimal denoising here.

2 months ago 1 0 0 0

That's on my Metal ray tracing renderer, using GPU hardware acceleration. So it only took overnight to render...
Rendering 1spp is pretty fast (easily realtime), but there's plenty of room to improve convergence and denoising.

2 months ago 1 0 1 0
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The final boss for this mini-renderer. Zorah and a (minified) Moana island.
TinyBVH makes it almost too easy.

2 months ago 10 2 1 0

It's the other way around: I normally shrink a thing to voxel size and build a Sponza scene out of it! bsky.app/profile/hike...

2 months ago 11 1 1 0
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Unbelievable but true: this renderer also works with non-Sponza scenes!

2 months ago 11 2 2 0

Ah oops, I created my own threads like a noob (:

2 months ago 1 0 1 0
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thirteen.h + tinybvh.h = easy pt

2 months ago 18 1 2 0
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It takes no time to use the week-end code with thirteen.h! 🤣

2 months ago 10 1 2 0
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It's hard to make it look good, but it's pretty easy to make it look weird...
ShaderToy Wcd3W2 by Shane.

2 months ago 1 0 0 0
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Live interaction: it reacts pretty quickly in a nice open scene like this.

2 months ago 4 0 1 0
Path traced scene with a shader as the sky. Shader from Xor: https://www.shadertoy.com/view/3fKSzc

Path traced scene with a shader as the sky. Shader from Xor: https://www.shadertoy.com/view/3fKSzc

Nice, it worked easily in a quick test.

2 months ago 5 0 1 0

That looks amazing! And the lighting is incredibly reactive. Nice one.
Inspires me to add it to my renderer too, although it won't look nearly as good.

2 months ago 3 0 1 0
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I think most raytracing effects and denoisers don't really think about needs of fast games like shooters.

For my RTGI denoiser, i put in a lot of care to get an immediately readable and stable image from the first frame after dis-occlusion.

its very satisfying.

2 months ago 33 1 1 0
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

2 months ago 168 29 1 2
Original: an old photo I took in the forest

Original: an old photo I took in the forest

3D voxelized scene in the day.

3D voxelized scene in the day.

3D voxelized scene in the night.

3D voxelized scene in the night.

3D voxelized scene in the day with volumetric fog.

3D voxelized scene in the day with volumetric fog.

This was a fun quick experiment:
Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
#rendeting #metalrt

2 months ago 26 4 0 0
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Switched from ImGui to SwiftUI

2 months ago 17 2 3 0

Looks amazing!

2 months ago 3 0 0 0
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Path-traced render of an off-white folded fractal.

Path-traced render of an off-white folded fractal.

Path-traced render of a colorful folded fractal.

Path-traced render of a colorful folded fractal.

Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
#fractals #rendering #metalrt

2 months ago 16 0 0 0
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Ok, so I'm completely stuck trying to debug this.

Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.

2 months ago 19 2 1 0