Reposted by Lionel LemariéGarrett Johnson @gkjohnson.bsky.social · 27/07/2026New 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 LemariéWill Koehler @willk3d.com · 28/05/2026One 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 LemariéNelarius @nelarius.bsky.social · 24/05/2026Sharing 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 LemariéGarrett Austin @gaustin.bsky.social · 22/04/2026Control is out on iOS now, Ray Tracing and all!apps.apple.comControl Ultimate Edition App - App StoreDownload 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 Lemariénicebyte @nicebyte.bsky.social · 12/04/2026INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.htmlgpfault.netIntroduction to Spherical Harmonics for Graphics Programmers 1027886
Reposted by Lionel Lemariémamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026Behind 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 LemariéRune Skovbo Johansen @runevision.bsky.social · 30/03/2026My 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 LemariéJure Triglav @juretriglav.bsky.social · 19/02/2026The #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 LemariéDavid Peipei @davidpei.bsky.social · 18/02/2026Got 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 LemariéIpotrick @ipotrick.bsky.social · 04/02/2026I 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 LemariéJure Triglav @juretriglav.bsky.social · 29/01/2026New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs 117029
Lionel Lemarié @hikey.org · 22/01/2026This 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 0264
Reposted by Lionel LemariéAmélie Heinrich @dispatchgraph.bsky.social · 20/01/2026Switched from ImGui to SwiftUI 3172
Lionel Lemarié @hikey.org · 20/01/2026Coloring 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 0160
Reposted by Lionel LemariéJMS55 @jms5517.bsky.social · 19/01/2026Ok, 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 · 16/01/2026Render a fractal in 2 easy steps. 1. Render a sphere. 2. Render the rest of the... fractal. #rendering #metalrt 1160
Lionel Lemarié @hikey.org · 16/01/2026How to render a fractal in two easy steps: 1. Render a fractal. 2. Fold it into a fractal. #rendering #metalrt 1141
Reposted by Lionel LemariéNikita Lisitsa @lisyarus.bsky.social · 31/12/2025New 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 LemariéJMS55 @jms5517.bsky.social · 27/12/2025New post! "Realtime Raytracing in Bevy 0.18 (Solari)" jms55.github.io/posts/2025-1... 06112
Reposted by Lionel LemariéSebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025My "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.comNo Graphics API — Sebastian AaltonenGraphics 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 · 12/12/2025Cem Yuksel's update to the teapot model looks great with a glass material! #metalrt #rendering 0346
Reposted by Lionel LemariéCem Yuksel @cemyuksel.com · 11/12/2025A 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 LemariéArseny Kapoulkine @zeux.io · 08/12/2025After 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/v1meshoptimizer.org🐇 meshoptimizer v1.0Mesh optimization library that makes meshes smaller and faster to render 924975
Lionel Lemarié @hikey.org · 10/12/2025Naive attempt at loading the Zorah scene. Uses 200GB of RAM. With enough swap and patience, who needs optimization?.. #metalrt #rendering 1170
Lionel Lemarié @hikey.org · 02/10/2025Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge! (pharr.org/matt/blog/20...)pharr.orgSwallowing 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 LemariéPjbomb2 @pjbomb2.bsky.social · 21/09/2025Some 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 LemariéSebastian Lague @sebastianlague.bsky.social · 16/08/2025My 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.beCoding Adventure: Ray-Traced Glass and CausticsYouTube video by Sebastian Lague 619229
Reposted by Lionel LemariéNelarius @nelarius.bsky.social · 04/08/2025Experimenting 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 · 19/07/2025Got an MRI so I played with some renders of the inside of my melon. #metalrt #rendering 4424
Lionel Lemarié @hikey.org · 15/07/2025Morphing 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 LemariéWarren Moore @warrenm.bsky.social · 08/07/2025New 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.comGetting Started with Metal 4Another 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 · 06/07/2025Fractal SDF rendered as voxel spheres. The high resolution one has close to 1 billion spheres. #metalrt #rendering 1100
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 · 02/07/2025Renders of an old scene by Maximilian Tarpini. Makes for a fun light study. #metalrt #rendering 0231
Lionel Lemarié @hikey.org · 02/07/2025I 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 · 01/07/2025Quick 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 · 30/06/2025Gotta love the amount of detail available in the OSM maps. #metalrt #rendering 0160
Lionel Lemarié @hikey.org · 30/06/2025Nice 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 · 28/06/2025The 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 1172
Lionel Lemarié @hikey.org · 28/06/2025Here'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 · 27/06/2025Want 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 0161
Lionel Lemarié @hikey.org · 24/06/20251/15) 🧵 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 · 19/06/2025Quick 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. 1130