Sign in

Lionel Lemarié

@hikey.org
351 followers 515 following 274 posts

Rendering, ray tracing, Metal API.

PostsRepliesMedia
Reposted by Lionel Lemarié
Garrett Johnson @gkjohnson.bsky.social · 27/07/2026
New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇
1227
Reposted by Lionel Lemarié
Will Koehler @willk3d.com · 28/05/2026
One of the weirder things I made for Keeper was a faux fractal generator in substance designer. These were used as alphas for sculpting and some VFX. #gameart
210117
Reposted by Lionel Lemarié
Nelarius @nelarius.bsky.social · 24/05/2026
Sharing my tiny #voxel editor app that I've been working on for the past year: polycube.app It has nice-looking color sliders, three different brushes and a #raytracing renderer with a built-in denoiser ✨ Looking to keep updating it, still so many things on the to-do list! 📋
171
Reposted by Lionel Lemarié
Garrett Austin @gaustin.bsky.social · 22/04/2026
Control is out on iOS now, Ray Tracing and all!
apps.apple.com
Control Ultimate Edition App - App Store
Download Control Ultimate Edition by Remedy Entertainment PLC on the App Store. See screenshots, ratings and reviews, user tips, and more apps like Control…
161
Reposted by Lionel Lemarié
nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
1027886
Reposted by Lionel Lemarié
mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026
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...
08823
Reposted by Lionel Lemarié
Rune Skovbo Johansen @runevision.bsky.social · 30/03/2026
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
17557169
Reposted by Lionel Lemarié
Jure Triglav @juretriglav.bsky.social · 19/02/2026
The #WebGPU global illumination engine is getting somewhere, now with volumetric light shafts (00:58) and fully destructible environments. Sorry about the mouse cursor, that's how you know it's real, AI would _never_.
0241
Reposted by Lionel Lemarié
David Peipei @davidpei.bsky.social · 18/02/2026
Got some time to spend on the pathtracer denoiser. It's getting there, and the next step is to fix those disocclusion artefacts. I will start working more and more on this project, and share more info hopefully soon! #rust #webgpu
2121
Reposted by Lionel Lemarié
Ipotrick @ipotrick.bsky.social · 04/02/2026
I think most raytracing effects and denoisers don't really think about needs of fast games like shooters. For my RTGI denoiser, i put in a lot of care to get an immediately readable and stable image from the first frame after dis-occlusion. its very satisfying.
1341
Reposted by Lionel Lemarié
Jure Triglav @juretriglav.bsky.social · 29/01/2026
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
117029
Lionel Lemarié @hikey.org · 22/01/2026
This was a fun quick experiment: Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically. #rendeting #metalrt
Original: an old photo I took in the forest3D voxelized scene in the day.3D voxelized scene in the night.3D voxelized scene in the day with volumetric fog.
0264
Reposted by Lionel Lemarié
Amélie Heinrich @dispatchgraph.bsky.social · 20/01/2026
Switched from ImGui to SwiftUI
3172
Lionel Lemarié @hikey.org · 20/01/2026
Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky. Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp). #fractals #rendering #metalrt
Path-traced render of an off-white folded fractal.Path-traced render of a colorful folded fractal.
0160
Reposted by Lionel Lemarié
JMS55 @jms5517.bsky.social · 19/01/2026
Ok, so I'm completely stuck trying to debug this. Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.
1182
Lionel Lemarié @hikey.org · 16/01/2026
Render a fractal in 2 easy steps. 1. Render a sphere. 2. Render the rest of the... fractal. #rendering #metalrt
1160
Lionel Lemarié @hikey.org · 16/01/2026
How to render a fractal in two easy steps: 1. Render a fractal. 2. Fold it into a fractal. #rendering #metalrt
1141
Lionel Lemarié @hikey.org · 15/01/2026
Fractal mitosis 4. #metalrt #rendering
2150
Lionel Lemarié @hikey.org · 14/01/2026
Fractal mitosis 3. #metalrt #rendering
2212
Lionel Lemarié @hikey.org · 13/01/2026
Fractal mitosis 2. #metalrt #rendering
1254
Lionel Lemarié @hikey.org · 10/01/2026
Fractal mitosis. #metalrt #rendering
1161
Reposted by Lionel Lemarié
Nikita Lisitsa @lisyarus.bsky.social · 31/12/2025
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game 🥰 lisyarus.github.io/blog/posts/a...
2547
Reposted by Lionel Lemarié
JMS55 @jms5517.bsky.social · 27/12/2025
New post! "Realtime Raytracing in Bevy 0.18 (Solari)" jms55.github.io/posts/2025-1...
06112
Reposted by Lionel Lemarié
Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
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".
sebastianaaltonen.com
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...
19475194
Lionel Lemarié @hikey.org · 12/12/2025
Cem Yuksel's update to the teapot model looks great with a glass material! #metalrt #rendering
0346
Reposted by Lionel Lemarié
Cem Yuksel @cemyuksel.com · 11/12/2025
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/
714737
Reposted by Lionel Lemarié
Arseny Kapoulkine @zeux.io · 08/12/2025
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT! meshoptimizer.org/v1
meshoptimizer.org
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
924975
Lionel Lemarié @hikey.org · 10/12/2025
Naive attempt at loading the Zorah scene. Uses 200GB of RAM. With enough swap and patience, who needs optimization?.. #metalrt #rendering
Path-traced render of the Zorah gltf scene.Path-traced render of the Zorah gltf scene.Path-traced render of the Zorah gltf scene.
1170
Lionel Lemarié @hikey.org · 02/10/2025
Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge! (pharr.org/matt/blog/20...)
pharr.org
Swallowing the elephant (part 1)
"Interesting" things almost always come to light when a software system is given input with radically different characteristics than it has seen before. I le...
050
Reposted by Lionel Lemarié
Pjbomb2 @pjbomb2.bsky.social · 21/09/2025
Some images showing off my improvements to my photon mapper I have integrated into truetrace The photon mapper is up on the Dev branch on the github
0162
Reposted by Lionel Lemarié
Sebastian Lague @sebastianlague.bsky.social · 16/08/2025
My latest coding adventure is now up on YT -- some experiments with ray-tracing glass and water, and the cool caustics they can cause youtu.be/wA1KVZ1eOuA?...
youtu.be
Coding Adventure: Ray-Traced Glass and Caustics
YouTube video by Sebastian Lague
619229
Reposted by Lionel Lemarié
Nelarius @nelarius.bsky.social · 04/08/2025
Experimenting with a face extrusion and retraction brush in my toy #voxel editor. Threw a bit of #raytracing in there while I was at it ✨
051
Lionel Lemarié @hikey.org · 19/07/2025
Got an MRI so I played with some renders of the inside of my melon. #metalrt #rendering
4424
Lionel Lemarié @hikey.org · 15/07/2025
Morphing fractal shapes. This is a Julia fractal with a linear interpolation of the distance function between iteration counts. Starts by interpolating between 1 and 3 iterations, then 3 and 5, etc... The material also changes for no particular reason... #metalrt #rendering #fractal
1140
Reposted by Lionel Lemarié
Warren Moore @warrenm.bsky.social · 08/07/2025
New on Metal by Example: Getting Started with Metal 4, a breezy introduction to the fundamental changes arriving in the Metal API later this year: metalbyexample.com/metal-4/
metalbyexample.com
Getting Started with Metal 4
Another WWDC is in the books, and with it came a major update to many platform technologies, including Metal. Metal graduated to version number 4, and in this article, we’ll explore the core …
192
Lionel Lemarié @hikey.org · 07/07/2025
🧵 Attempting to render a rainbow simply by path tracing millions of rain drops. It's not working well yet... Starting by looking closely at a drop and going through the color spectrum, we can see the diffraction at play: the refracted scene appears to move due to the changing ior.
5525
Lionel Lemarié @hikey.org · 06/07/2025
Fractal SDF rendered as voxel spheres. The high resolution one has close to 1 billion spheres. #metalrt #rendering
1100
Lionel Lemarié @hikey.org · 05/07/2025
Fractals, in situ. #metalrt #rendering #FractalFriday
Fractal parked in front of the Bistro, day time. Path traced in my toy renderer.Fractal parked in front of the Bistro, at night. Path traced in my toy renderer.
0120
Lionel Lemarié @hikey.org · 05/07/2025
Fractals, in situ. #metalrt #rendering #FractalFriday
Fractal with a translucent pink material, planted in the Sponza scene. Path-traced in my toy renderer.Fractal with a pearlescent material, planted in the Sponza scene. Path-traced in my toy renderer.Fractal with a foamy material, planted in the Sponza scene. Path-traced in my toy renderer.Fractal under a spotlight, planted in the Sponza scene. Path-traced in my toy renderer.
0110
Lionel Lemarié @hikey.org · 04/07/2025
@jbakergraphics.bsky.social has an amazing collection of fractal distance estimators! jbaker.graphics/writings/DEC... All the authors are listed on the page. There are some gems in there! #metalrt #rendering
1192
Lionel Lemarié @hikey.org · 02/07/2025
Renders of an old scene by Maximilian Tarpini. Makes for a fun light study. #metalrt #rendering
0231
Lionel Lemarié @hikey.org · 02/07/2025
I got a pico-mac-nano! Such a cool little device. The 1.5" screen looks awesome. When I was a kid playing on my parents' Mac Plus and read that computers could one day fit in your pocket - *this* is what I imagined it would look like. blog.1bitrainbow.com/pico-mac-nano/
170
Lionel Lemarié @hikey.org · 01/07/2025
Quick test of participating medium - simplest possible: on primary rays, N% chance of bouncing in a random direction at an arbitrary point between the origin and the intersection. Not a bad result, but I'm disappointed not to see better refracted light trails under the sphere. #metalrt #rendering
0120
Lionel Lemarié @hikey.org · 30/06/2025
Gotta love the amount of detail available in the OSM maps. #metalrt #rendering
0160
Lionel Lemarié @hikey.org · 30/06/2025
Nice little palate cleanser for my mind: easy renders of a few landmarks using OSM data. Some of these are 100M triangles. Plenty of detail in there. #metalrt #rendering
060
Lionel Lemarié @hikey.org · 28/06/2025
The photon debugging view is working pretty well now. I can navigate the scene to look at the paths, bounces and final photon positions - along with a preview of their impact on the scene. #metalrt #rendering
A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing a trace of the path of each photon.A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing just the final photon positions and flux.Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Showing the traced paths.
1172
Lionel Lemarié @hikey.org · 28/06/2025
Here's an idea: shoot some photons and add them to the scene as actual emissive spheres to illuminate it. Couple of drawbacks: it's very slow and it's not very effective. #metalrt #rendering
6434
Lionel Lemarié @hikey.org · 27/06/2025
Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good. #metalrt #rendering
Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.Photons are shot from the area light. The distribution is horrendous and needs a little work.Photons are shot from the area light. The distribution is tweaked a bit but still bad.
0161
Lionel Lemarié @hikey.org · 24/06/2025
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles #MetalRT #rendering Top-left: Typical path-tracer with a simple triangle-based model. Other three: Same model input, with increasing displacement added while tracing the rays.
1162
Lionel Lemarié @hikey.org · 19/06/2025
Quick experiment: Instead of adding each triangle to the BVH, how about adding a bbox for each one and raymarching the triangle inside? It's very very slow, but allows for some fun displacement.
Path-traced bust of David. Displacement is applied to each triangle to add a weird bubbling effect.Path-traced bust of David. Displacement is applied to each triangle to add a weird strand effect.Path-traced bust of David. Displacement is applied to each triangle to add a weird colored strand effect.Path-traced sphere. Displacement is applied to add a weird strand effect.
1130