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Posts by George Bolba

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Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)

3 months ago 21 3 2 0
Ocean Rendering, Part 1 - Simulation ยท Robert Ryan - Graphics Programmer

A fellow Ocean Rendering enthusiast has written a blog post that goes into the scary math involved with the famous Tessendorf Model and similar implementations. A must read for anyone looking to learn more about Ocean Simulation! Great stuff @rtryan98.bsky.social
rtryan98.github.io/2025/10/04/o...

6 months ago 8 0 0 0

๐ŸฅฒSad to hear... I appreciate the response though ๐Ÿ™

6 months ago 1 0 0 0

Do you guys take interns? ๐Ÿ˜…๐Ÿฅน

6 months ago 0 0 1 0

Looking forward to the 2nd edition!Can't wait to see what this year has in store for us ๐Ÿ‘€

7 months ago 3 0 0 0

It was a quick and fun read :) Nice job! ๐Ÿ‘

8 months ago 1 0 0 0

Can't wait to give it a read ๐Ÿ‘€

8 months ago 2 0 1 0
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Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is โฌ‡๏ธ

8 months ago 21 2 3 0
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GitHub - Gikster007/niji: Personal Vulkan Engine - WIP Personal Vulkan Engine - WIP. Contribute to Gikster007/niji development by creating an account on GitHub.

I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here:
github.com/Gikster007/n...

8 months ago 2 0 0 0
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Sponza running at ~3ms @1080p with 1 Directional Light and IBL

Sponza running at ~3ms @1080p with 1 Directional Light and IBL

Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy ๐Ÿ˜„

8 months ago 7 1 1 0

The water looks nice! What sort of technique did you use? Is it FFT-based, or something more like flow maps?

9 months ago 2 0 1 0
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Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des An arcade FPS game, made in a custom engine - Student Project

Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon

9 months ago 3 1 0 0
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Nakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des An arcade FPS game, made in a custom engine - Student Project

Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon

9 months ago 3 1 0 0
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Every time I hear there is another GDC, I thank kutaragi-sama I am not invited. That being said, hope the rest of y'all have fun

1 year ago 36 2 2 0
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GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi

I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi

1 year ago 115 19 0 0
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Startup claims its Zeus GPU is 10X faster than Nvidia's RTX 5090 280 RTX 5090 GPUs = 28 Zeus GPUs according to Bolt Graphics

This just popped up in my Google News tab on my phone. Looks pretty interesting. I wonder what the pricing will be like.
www.tomshardware.com/pc-component...

1 year ago 0 0 1 1
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Implemented CSM and spot light shadows in uni game engine

1 year ago 19 1 0 0

Looking forward to the blog post :)

1 year ago 1 0 0 0

Oh, I see. Thanks for the info :)

1 year ago 1 0 0 0
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Why is it a huge pain to use?

1 year ago 0 0 1 0

Cool! What are your thoughts on it so far? I wonder how similar it is to other APIs ๐Ÿค”

1 year ago 0 0 1 0

is this made with SDL GPU?

1 year ago 0 0 1 0

Commenting also bumps up the post (I think) :)

1 year ago 1 0 0 0
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Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine.
Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.

1 year ago 49 3 5 0

The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think ๐Ÿ˜„
gikster.dev/posts/Ocean-...

1 year ago 64 14 0 0

Can definitely recommend!

1 year ago 2 0 0 0
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Mฮ›X - Surfel Maintenance for Global Illumination A comprehensive explanation of my implementation of Surfel probe maintenance.

I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...

1 year ago 116 31 1 0

Classic...

1 year ago 1 0 0 0

Thanks! It was made on the PS5 api

1 year ago 0 0 0 0
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It's definitely far from perfect, the main issue being tiling. I have a few ideas already to deal with that, hopefully during the next project :) What's left for the week is to work on documentation and the technical blog post

1 year ago 1 0 0 0