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Posts by Huw Bowles

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Introduction to Mesh Terrain | Knowledge base Introduction to the new experimental Mesh Terrain plugin and its core features.

Sharing pre-release Mesh Terrain doc

Mesh Terrain is our upcoming tech supporting non-uniform res, full 3D and multi-users through non-destructive modifiers workflows and PCG.

While experimental, we look forward to feedback and seeing your experiments!

dev.epicgames.com/community/le...

1 month ago 11 4 0 0
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Introducing FragCoord: My ultimate shader editing tool!

2 months ago 318 88 13 8

Looks really cool! One thing I always wished shadertoy had was a way to publish functions so you could share tonemap_aces and other people could then use it. Thought I'd mention in case interesting

2 months ago 1 0 1 0
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Love this! #retrocomputing #coding

4 months ago 156 56 8 2
Unreal Engine 5.6 PCG - Ep 10 - Introduction to GPU - Texture
Unreal Engine 5.6 PCG - Ep 10 - Introduction to GPU - Texture YouTube video by Adrien Logut

Hey there! New #PCG video continuing the exploration of #GPU generation! We're targeting the texture sampling and add collisions on GPU. youtu.be/RrIYQjiDdho #UE5 #procedural

5 months ago 12 1 0 0
GPU Work Graphs Course

#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/

8 months ago 40 16 0 0
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It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

Check out all the details here: advances.realtimerendering.com/s2025/index....

and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!

8 months ago 68 31 2 0
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Check out Range, my latest exploration of how far we can push a scene using Nanite Voxelization, 200 Trillion Polys Scattered with PCG on a 16k x 16k Resolution Houdini Landscape.

#UE5 #UnrealEngine #GameDev #EnvironmentArt #NaniteFoliage #Cinematic

8 months ago 105 27 6 1
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Algorithms for making interesting organic simulations Article explaining simulation algorithms that produce complex organic behaviours, starting with the classic physarum algorithm from Jeff Jones.

I wrote this article explaining algorithms for physarum-style simulations
bleuje.com/physarum-exp...

9 months ago 91 28 4 3
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Unreal Engine 5.6 PCG - Ep 9 - Introduction to GPU
Unreal Engine 5.6 PCG - Ep 9 - Introduction to GPU YouTube video by Adrien Logut

Hey there! New #PCG video with an introduction to GPU generation! You might have seen the foliage in #TheWitcher4 tech demo, it uses extensively GPU spawning for that!
youtu.be/0tXVLP3MWhE
#UE5 #procedural

8 months ago 11 1 1 0
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SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...

1 year ago 107 30 1 1
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Using PCG with GPU Processing in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community An introduction to Procedural Content Generation using GPU Execution and how to use it with your PCG workflow in Unreal Engine.

What a week. Unreal Engine 5.6 represents my 11th release in the 5 years I’ve been at Epic Games. For this release, my team focused on expanding PCG documentation, such as this great piece on using GPU generation w/ PCG: dev.epicgames.com/documentatio...

10 months ago 18 4 0 0
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These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...

11 months ago 13 6 0 0
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We often use discretization to approximate continuous laws of physics, but it also goes the other way:

You can use continuous equations to approximate the behavior of discrete systems!

Here we'll see how electrical circuits can be modeled using the Laplace equation Δφ=0. [1/n]

1 year ago 84 23 3 0

Houdini is a good reference for this. I found having sections of a large graph shift around while authoring starts making things unaligned / overlapping so isn't something I make use of personally.

1 year ago 2 0 0 0