Reposted by Lionel LemariéRobin-Yann Storm @rystorm.com · 30/09/2026My Blendercon Lightning talk "OpenUSD: Don't Worry About It!" is now also available in text if you prefer reading: rystorm.com/blog/openusd... And with a fixed video, without Google Slide glitches: www.youtube.com/watch?v=P8Kp... Huge thanks to the Blender folks for allowing me to fix the video! 2205
Lionel Lemarié @hikey.org · 02/09/2026Wow, your latest series of renders is exceptional! Love the different volumetric effects. 110
Lionel Lemarié @hikey.org · 03/08/2026It's just for the progress bar, right? Does it even really need to be thread safe? 😬 110
Lionel Lemarié @hikey.org · 03/08/2026Looks amazing! A ray tracer in your own language, that's a serious nerd melting pot... Love it. Question about performance: looks like there are an awful lot of mutex locks. How much faster would it run without those? Maybe it doesn't matter because it's a shiny toy renderer, but I'm curious... 110
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
Lionel Lemarié @hikey.org · 28/02/2026That looks amazing! I wanted to try to replicate it. This is the closest I've got so far. 010
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
Lionel Lemarié @hikey.org · 15/02/2026For contrast, here's a naive attempt in my renderer. I'd say it clearly demonstrates how amazingly clean yours is... 160
Lionel Lemarié @hikey.org · 15/02/2026Wow that looks amazing! Each time I'm still blown away by how responsive the lighting is in your renderer. 110
Lionel Lemarié @hikey.org · 14/02/2026Hey Fran @carucci.photography (: Here's another report for you: github.com/Atrix256/Thi...github.comOn macOS there's a system beep each time a key is pressed · Issue #5 · Atrix256/ThirteenRepro on macOS: Run a sample, press a key: there's a system beep. The app does receive and process the key press, but the beep is unwanted. That's because sendEvent: is called after the app process... 110
Lionel Lemarié @hikey.org · 14/02/2026Linux support works really well! Superb job. Keyboard support is a tricky one, though. bsky.app/profile/hike... 120
Lionel Lemarié @hikey.org · 14/02/2026They work now! thirteen.h and tinybvh.h make for quick and easy multiplatform ray tracing (: Here's Ubuntu and macOS. 0122
Lionel Lemarié @hikey.org · 14/02/2026Sorry, I wasn't clear. When it's realtime at 1spp, it's super noisy. This video has lots of accumulated samples and took overnight to render. Very minimal denoising here. 010
Lionel Lemarié @hikey.org · 14/02/2026That's on my Metal ray tracing renderer, using GPU hardware acceleration. So it only took overnight to render... Rendering 1spp is pretty fast (easily realtime), but there's plenty of room to improve convergence and denoising. 110
Lionel Lemarié @hikey.org · 14/02/2026The final boss for this mini-renderer. Zorah and a (minified) Moana island. TinyBVH makes it almost too easy. 1102
Lionel Lemarié @hikey.org · 14/02/2026It's the other way around: I normally shrink a thing to voxel size and build a Sponza scene out of it! bsky.app/profile/hike... 1111
Lionel Lemarié @hikey.org · 14/02/2026Unbelievable but true: this renderer also works with non-Sponza scenes! 2112
Lionel Lemarié @hikey.org · 13/02/2026It takes no time to use the week-end code with thirteen.h! 🤣 2101
Lionel Lemarié @hikey.org · 11/02/2026It's hard to make it look good, but it's pretty easy to make it look weird... ShaderToy Wcd3W2 by Shane. 010
Lionel Lemarié @hikey.org · 10/02/2026Live interaction: it reacts pretty quickly in a nice open scene like this. 140
Lionel Lemarié @hikey.org · 09/02/2026That looks amazing! And the lighting is incredibly reactive. Nice one. Inspires me to add it to my renderer too, although it won't look nearly as good. 130
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 · 16/01/2026No, this is classic ray marching IFS. In the distance function, take your position: mirror with abs(), rotate a bit, offset a bit, repeat for a few iterations. 010
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