Crimson Desert is making exceptionally good use of the technique. Really blends in well with the detailed geometry.
Posts by Jacco Bikker ๐ฆ
Our Y1 IGAD programming students just finished the Ray Tracing block. After the basics, many added depth of field, path tracing, reprojection, filtering (including SVGF), a Teardown-style TLAS, and much more.
(by the way.. You can still sign up for CMGT/BUas before May 1st - be quick!)
#thisisigad
Why not. :) Tempting!
Glad to see that y is up.
Amazing demo. One big history lesson, the non-boring kind. Go watch.
A Computer Generated image of a blue cassette tape partially submerged in green looking water in a rock pool. There are bumps of sand with rocks on in the background and underwater.
Very happy to win first place at #RevisionParty2026 for my 4Kb executable graphics entry "Lost Media"!
www.pouet.net/prod.php?whi...
I was lucky enough to go the the party too this year and had a really great time. It was good to hang out with friends old and new.
It's that time of the year again! Looking forward to the productions. :)
Path traced volume of a bunny
Path traced volume of a bunny with an emissive center
Path traced volume of a bunny
Path traced living room with a homogeneous fog volume
GPU Tracing Participating Media
alextardif.com/Participatin...
Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!
Blog entry from @jbikker.bsky.social about the rendering technique on DELTA. 3D on #MSX
jacco.ompf2.com/2026/03/07/r...
You can now visualize how a color palette distributes across OKHsv, OKHsl, OKLCh and CIELab, and compare 6 distance metrics side by side. Zero dependencies, raw WebGL2.
Took me 3 years to make something I wasn't too embarrassed to share ๐
meodai.github.io/color-palett...
The #MSX2 game DELTA (entry #30 for #MSXDev25) has been patched to v1.01 to address many of the gameplay concerns: Track layouts have improved, insta-deaths replaced by an energy bar and much more. Scores can be shared online via qr-codes as well!
Play v1.01 here: www.file-hunter.com/MSXdev/?id=d...
I am currently listening in on a conversation between two first year IGAD / BUas Games students where one student is explaining to the other how ASVGF deals with dynamic light sources.
Tears in my eyes.
Pretty sure you really wanted to see all the 14 uniform polyhedra with only regular 3, 4, 6 or 8-gons as faces today
Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026
youtu.be/o16gPvcVMBY
Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...
Highly recommend this video, which is a super deep dive into the techniques used to create a 64kb demoscene-style '90s FPS:
www.youtube.com/watch?v=qht6...
Yes, so a low res map that catches 95% of the opaque or fully transparent pixels. For the remainder, use your current method.
The opacity map is just your early-out test.
Is using opacity micomaps an option? A bit per pixel for alpha testing may also help.
DELTA for #MSX2 is now available to play:
www.file-hunter.com/MSXdev/?id=d...
Developed together with Peter van Dranen of Breda University, DELTA is a full 3D game for an 1986 8-bit platform, running at 20fps. This uses an 8MB ROM and Konami's custom sound chip.
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
๐งต I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
Dear ImGui 1.92.6 released!
github.com/ocornut/imgu...
~80 fixes/improvements/additions
(incl. new default scalable vector font matching classic font, color markers on multi-components widgets, many fixes for fonts, tables, tree nodes, text input, navigation, viewports, backends...)
Dutch news NOS today shows an MSX2 on their frontpage. :) Celebrating 40 years of electronic banking. It's a Philips VG-8235, a rather pretty device.
Glorious! I am using "Fenster" right now for TinyBVH examples, but if this starts gaining Linux / Apple support, I would move over right away. Love the 13h vibe.
In 2026, I reprise my role as High-Performance Graphics papers chair, joined by Markus Kettunen.
The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in LA, just before SIGGRAPH (July 17-19 2026)!
www.highperformancegraphics.org/2026/call-fo...