INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done.
gpfault.net/posts/sph.html
Posts by Stefan Ivanovski
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...
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...
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...
Implementing triplanar mapping, found this amazing article by @bgolus.bsky.social 💖
bgolus.medium.com/normal-mappi...
hope this helps @okremiok.bsky.social c:
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 :)
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
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!
Time for more Menu Cube posting 😌
The video:
youtu.be/il-TXbn5iMA
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.
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
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".
An illustration featuring a lonesome fox in a large forest in winter scenery.
Winter is near 🦊 #sciart
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...
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.
Well said!!
Can't wait to see the amazing papers lined up for HPG25 💚
Menger Sponza zoom.
#MetalRT #rendering
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
The way you draw light is frankly breathtaking...
Oblivion - The Shivering Isles (2006/2007)
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.
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
New VFX/Tech Art Newsletter is out!
📃Read online: simonschreibt.de?na=view&id=23
✋Subscribe: simonschreibt.de/newsletter/
#gamedev #realtimevfx #vfx #techart
A fast-shutter, close-up photo of a wave. Sea foam and spray.
‘Puissance’, 2017. I love the patterns within waves.