Advertisement · 728 × 90

Posts by Stefan Ivanovski

Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

1 week ago 269 82 8 2
Post image

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...

2 weeks ago 83 23 0 2
The machines are fine. I'm worried about us. On AI agents, grunt work, and the part of science that isn't replaceable.

Hey, I wrote a thing about AI in astrophysics
ergosphere.blog/posts/the-ma...

3 weeks ago 1725 515 109 265
The machines are fine. I'm worried about us. On AI agents, grunt work, and the part of science that isn't replaceable.

I think this is a great article that puts to words something I've been thinking for a while about LLMs/AI/etc; as tools they clearly can be useful and are here to stay, but the real concern should be the effect it's having on the talent pipeline. (1/5)

ergosphere.blog/posts/the-ma...

2 weeks ago 12 5 2 0
Preview
Ex-Blizzard president says gamers need to 'man up' over AI usage in games after Crimson Desert devs issue apology "AI, in one form or another, will be in every single video game."

if giving up and letting AI corpo slop infest an entire creative medium is to "man up" then ig I'll continue to woman down

this is a choice, just don't use it, it's literally that easy

www.pcgamer.com/games/action...

4 weeks ago 1350 222 85 41
Preview
Normal Mapping for a Triplanar Shader Triplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs…

Implementing triplanar mapping, found this amazing article by @bgolus.bsky.social 💖
bgolus.medium.com/normal-mappi...

4 weeks ago 2 1 0 0

hope this helps @okremiok.bsky.social c:

1 month ago 486 50 14 2
Post image

Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)

2 months ago 88 18 5 2

Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...

2 months ago 26 6 0 0
Preview
Gyms, Zoos, and Museums: Your documentation should be in-game — Robin-Yann Storm, Product & UX Designer for Tools Gyms, Zoos, and Museums: Your documentation should be in-game

My 2025 talk 'Gyms, Zoos, and Museums: Your documentation should be in-game' is now also available in text format, for those who like to read instead of watch: rystorm.com/blog/gyms-zo...

And if you haven't seen it yet, there is an all new video too, with bonus material on the history of Zoos!

2 months ago 252 84 9 10
Advertisement
VK_EXT_descriptor_heap :: Vulkan Documentation Project

Looks like this simplifies descriptor sets a lot docs.vulkan.org/features/lat...

2 months ago 2 0 0 0
Video

Time for more Menu Cube posting 😌

3 months ago 1379 253 33 18
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

3 months ago 218 58 20 15
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

3 months ago 76 29 0 0

RenderDoc v1.42 is now available! It adds limited support for shader debugging on OpenGL. Note that likely a minority of shaders and not all drivers will be supported.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds

4 months ago 18 4 0 0
Preview
No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

4 months ago 469 192 19 12
An illustration featuring a lonesome fox in a large forest in winter scenery.

An illustration featuring a lonesome fox in a large forest in winter scenery.

Winter is near 🦊 #sciart

5 months ago 1092 338 9 1
Post image

RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...

5 months ago 79 21 4 1

I do not claim to know why we are on this planet, but I am very certain we are not born to start a mission where we optimize every single little thing in our lives.

I think it's just not good for the spirit.

5 months ago 1164 106 31 5
Advertisement
Video

Well said!!

8 months ago 13344 5402 67 273

Can't wait to see the amazing papers lined up for HPG25 💚

9 months ago 1 0 0 0
Video

Menger Sponza zoom.
#MetalRT #rendering

10 months ago 32 2 0 1
Preview
Support Foone Turing ❤️ Become a supporter of Foone Turing today!

I've been bedridden for the last 6 months, unable to work as I try to get a surgeon and insurance lined up for my operation to let me work again.
If you could send a couple dollars, it'd really help. Time isn't on my side here, and waiting is very expensive.

ko-fi.com/fooneturing

11 months ago 529 484 15 15

The way you draw light is frankly breathtaking...

11 months ago 1 0 0 0
Video

Oblivion - The Shivering Isles (2006/2007)

11 months ago 184 35 4 2

Remember us folks who birthed circle MUD and then smaug, IRC, gzip, and so on?
We are still here.
These big companies want you to think they are tech, and have been so since the start.
Nope, just some piece of shit CEOs who will disappear into the wind as their board deems fit.
It is the people, us.

1 year ago 11 2 0 0
Post image Post image Post image Post image

Hi #PortfolioDay , pixelated ruins here

1 year ago 1410 359 20 1
Advertisement
screenshot from sims 4. in front of an orange wall, we can see a long mirror with wooden frame. in the mirror a women is reflected and she looks toward the camera.

screenshot from sims 4. in front of an orange wall, we can see a long mirror with wooden frame. in the mirror a women is reflected and she looks toward the camera.

A look behind the scenes of the mirrors in Sims 4, how efficient they cull objects and that they reflect invisible walls: simonschreibt.de/gat/sims-4-m...

#gamedev #techart #sims4

1 year ago 41 8 1 0
Video

New VFX/Tech Art Newsletter is out!
📃Read online: simonschreibt.de?na=view&id=23
✋Subscribe: simonschreibt.de/newsletter/

#gamedev #realtimevfx #vfx #techart

1 year ago 34 7 1 0
A fast-shutter, close-up photo of a wave. Sea foam and spray.

A fast-shutter, close-up photo of a wave. Sea foam and spray.

‘Puissance’, 2017. I love the patterns within waves.

1 year ago 396 24 11 0