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George Bolba

@gikster.bsky.social
364 followers 508 following 118 posts

- Rendering Intern @TriumphStudios - Blog/Portfolio: gikster.dev - 21, he/him - From 🇷🇴

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George Bolba @gikster.bsky.social · 31/08/2026
Started my first job in game dev today. Looking forward to pushing some pretty pixels @TriumphStudios soon! 👀
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MΛX @m4xc.bsky.social · 30/12/2025
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 :)
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George Bolba @gikster.bsky.social · 05/10/2025
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...
rtryan98.github.io
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
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George Bolba @gikster.bsky.social · 28/08/2025
Looking forward to the 2nd edition!Can't wait to see what this year has in store for us 👀
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Amélie Heinrich @dispatchgraph.bsky.social · 29/07/2025
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 ⬇️
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George Bolba @gikster.bsky.social · 25/07/2025
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 😄
Sponza running at ~3ms @1080p with 1 Directional Light and IBL
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George Bolba @gikster.bsky.social · 01/07/2025
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
buas.itch.io
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
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George Bolba @gikster.bsky.social · 01/07/2025
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
buas.itch.io
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
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Have A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 12/03/2025
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
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MΛX @m4xc.bsky.social · 12/03/2025
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
github.com
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
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George Bolba @gikster.bsky.social · 11/03/2025
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...
tomshardware.com
Startup claims its Zeus GPU is 10X faster than Nvidia's RTX 5090
280 RTX 5090 GPUs = 28 Zeus GPUs according to Bolt Graphics
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Amélie Heinrich @dispatchgraph.bsky.social · 19/02/2025
Implemented CSM and spot light shadows in uni game engine
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Jacco Bikker 🎦 @jbikker.bsky.social · 31/01/2025
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.
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George Bolba @gikster.bsky.social · 26/01/2025
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 😄 gikster.dev/posts/Ocean-...
gikster.dev
Oceans: Theory to Implementation
Introduction to Ocean Rendering
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MΛX @m4xc.bsky.social · 25/01/2025
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-...
m4xc.dev
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
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George Bolba @gikster.bsky.social · 21/01/2025
Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁
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George Bolba @gikster.bsky.social · 15/01/2025
A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P
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ading.dev @ading.dev · 13/01/2025
I made a Doom source port that runs within a PDF file. PDFs support Javascript, so Emscripten is used to compile Doom to asm.js, which is then run within the PDF engine. Input/output is done by manipulating text input fields. doompdf.pages.dev/doom.pdf github.com/ading2210/do...
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Amélie Heinrich @dispatchgraph.bsky.social · 08/01/2025
Hey there bsky! I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me! Portfolio ⬇️
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Thew @amazingthew.bsky.social · 02/01/2025
unbothered. moisturized. in my lane. literally incapable of targeting x86
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George Bolba @gikster.bsky.social · 01/01/2025
I'm a bit late, but happy new year everyone! To celebrate another full rotation around the sun, enjoy this meme:
Mind-boggling effects on the PlayStation
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Gabe Rundlett @gaberundlett.bsky.social · 01/01/2025
Working on adding the Tau Cannon to my Half-Life mod for Teardown
a voxelized Gordon Freeman in Xen, holding the Tau Cannon
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George Bolba @gikster.bsky.social · 18/12/2024
I've been silent for a while, mainly because I didn't have anything interesting to show. I was busy the last couple of days implementing the Tessendorf Model for Ocean Rendering. Massive thanks to @acerola.gg for his videos which helped me a lot! Here's a video of my implementation:
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MΛX @m4xc.bsky.social · 04/12/2024
GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :) youtu.be/MONs5wMy6Rw?...
youtu.be
Student Showcase
YouTube video by Graphics Programming Conference
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George Bolba @gikster.bsky.social · 04/12/2024
The recorded presentations from GPC 2024 just dropped on the official GPC YouTube channel! I can highly recommend anyone interested in graphics to check them out. I can't wait to go back on some of these :) youtube.com/playlist?lis...
youtube.com
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
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George Bolba @gikster.bsky.social · 01/12/2024
I just completed "Historian Hysteria" - Day 1 - Advent of Code 2024 #AdventOfCode adventofcode.com/2024/day/1 It was a nice and easy challenge! I realised late that AoC started though :/ We have a private leaderboard at uni, so we'll see who ends up being first at the end :p
adventofcode.com
Day 1 - Advent of Code 2024
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Ben Beilharz @engramm.ing · 27/11/2024
Just randomly stumbled upon this; NASA's open-source C/C++ analyzer IKOS. github.com/NASA-SW-VnV/... Some nice features: - Creates a report database - Dashboarding for the complete project - Explains error types
github.com
GitHub - NASA-SW-VnV/ikos: Static analyzer for C/C++ based on the theory of Abstract Interpretation.
Static analyzer for C/C++ based on the theory of Abstract Interpretation. - NASA-SW-VnV/ikos
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George Bolba @gikster.bsky.social · 26/11/2024
Whenever I hear the words "Minecraft" and "Ray Tracing" in the same sentence again, I will be thinking of this and only this: youtu.be/VRqy0WWFaA8?...
youtu.be
3D RAY TRACING on REDSTONE COMPUTER in MINECRAFT + Download
YouTube video by Mod Punchtree
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Jacco Bikker 🎦 @jbikker.bsky.social · 25/11/2024
via programmerhumor (X).
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MΛX @m4xc.bsky.social · 24/11/2024
I've been using Slang these past few days for a new project I've started working on. Currently working on the rasterization pipeline, I have a cube so far :) Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo. github.com/nvpro-sample...
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George Bolba @gikster.bsky.social · 24/11/2024
Post a video game gif from the year you were born
media.tenor.com
a screenshot of a video game with a dragon flying over a body of water
ALT: a screenshot of a video game with a dragon flying over a body of water
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George Bolba @gikster.bsky.social · 21/11/2024
They also released a Slang Playground, similar to Shadertoy! Slang looks to be the future of Shader Programming. I wonder if it will be supported on Playstation and other consoles on next gen... shader-slang.com/slang-playgr...
shader-slang.com
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George Bolba @gikster.bsky.social · 20/11/2024
Someone shared this with me recently and it's such a cool article with great detail and good visuals that I wanted to share it here as well. Hope you enjoy it :) blog.frost.kiwi/analytical-a...
blog.frost.kiwi
AAA - Analytical Anti-Aliasing
How to fix jaggies the analytical way with some juicy secrets
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MΛX @m4xc.bsky.social · 20/11/2024
Re-posting some results I previously shared on Twitter :) These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D
Blue & green emissive cubes rendered with Radiance Cascades.Part of a Menger sponge with sky lighting rendered with Radiance Cascades.Random cubes rendered with Radiance Cascades.Sky lighting rendered with Radiance Cascades.
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George Bolba @gikster.bsky.social · 20/11/2024
Hey fellow Graphics people! For my next uni project I have decided to dive into some river rendering (pun intended lol). My current plan is to combine FFT (fast fourier transforms), commonly used in Ocean Rendering, with flowmaps. If anyone has any tips or some resources, please let me know :)
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Kostas Anagnostou @kostasanagnostou.bsky.social · 18/11/2024
Still one of the most accessible explanations of the rendering equation out there
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George Bolba @gikster.bsky.social · 18/11/2024
I just found out about Slang, the shading language. It strives to help with cross-api shaders. It looks like one can just write their shaders in Slang, and then compile to the equivalent of their favourite API. Sounds pretty cool to me! I wonder what are the downsides... shader-slang.com
shader-slang.com
The Slang Programming Language
Productivity and performance for real-time graphics developers
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George Bolba @gikster.bsky.social · 16/11/2024
Engine update time! #graphics #vulkan - Implemented uniform buffer objects - Learned about descriptor sets, layouts and pools - Textured quad - Name still hasn't changed due to lack of a better name🫠
A textured quad being rendered using Vulkan
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George Bolba @gikster.bsky.social · 10/11/2024
So the first edition of GPC is starting next Tuesday and I am wondering how many people will be there. I hear it's already become more popular than EPC which is also being held and organized by BUas. Anyway, I'm really excited for the talks and meeting some other folks within the #graphics sphere :)
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George Bolba @gikster.bsky.social · 10/11/2024
A bit of an update on my Vulkan Engine: - I named it "Molten" (turns out there is a library already called moltenvk 😡) - Made some abstractions the other day so I don't stare at 1k lines of code in one file - Got Vertex Buffers up and running today - The repo is public. Feel free to give feedback!
4 beautifully colored triangles rendered using vertex buffers in Vulkan
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Adam Marrs @acmarrs.bsky.social · 22/10/2024
[August 4, 2021] I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe. Download #RTGII here: link.springer.com/book/10.1007...
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George Bolba @gikster.bsky.social · 06/11/2024
Turns out that 2 major events happened today... First, Trump wins the election unexpectedly, and then the more important one is that I finally managed to get a triangle on screen in my first Vulkan project. Only took ~900 lines of code 😅
Top Cinqo Triangle
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George Bolba @gikster.bsky.social · 02/11/2024
"And so... it begins..." - some guy in a movie, probably First time trying Vulkan. If you have any tips for a Vulkan noob, lemme know :)
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George Bolba @gikster.bsky.social · 31/10/2024
Finally managed to get IBL implemented. Granted, without the pre-filtering steps. I ran into this issue where the BRDF LUT was creating some artifacts on the Damaged Helmet. I then decided to take a less "correct" approach and not use the pre-filtered BRDF in the Specular calculation. Here it is:
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Kostas Anagnostou @kostasanagnostou.bsky.social · 31/10/2024
Happy Halloween everyone!
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George Bolba @gikster.bsky.social · 31/10/2024
Hello @gameengines.bsky.social, can I get the custom engine label, please?
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Lea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 29/10/2024
It's been a long time, how about a graphics study ? I'm going to look at Forspoken. (I wanted to look at it exactly because it had a good art direction that wasn't quite delivered on the final image)
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