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Lionel Lemarié

@hikey.org
351 followers 515 following 274 posts

Rendering, ray tracing, Metal API.

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Reposted by Lionel Lemarié
Robin-Yann Storm @rystorm.com · 30/09/2026
My 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!
Me on stage, with my fist up, and a slide saying "Don't worry about it!" with me putting a thumbs up
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Lionel Lemarié @hikey.org · 02/09/2026
Wow, your latest series of renders is exceptional! Love the different volumetric effects.
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Lionel Lemarié @hikey.org · 04/08/2026
Makes sense (:
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Lionel Lemarié @hikey.org · 03/08/2026
It's just for the progress bar, right? Does it even really need to be thread safe? 😬
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Lionel Lemarié @hikey.org · 03/08/2026
Looks 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...
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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👇
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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
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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! 📋
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Lionel Lemarié @hikey.org · 13/05/2026
My vote: Californian Pepper Tree
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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…
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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
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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...
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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
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Lionel Lemarié @hikey.org · 28/02/2026
That looks amazing! I wanted to try to replicate it. This is the closest I've got so far.
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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_.
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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
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Lionel Lemarié @hikey.org · 15/02/2026
For contrast, here's a naive attempt in my renderer. I'd say it clearly demonstrates how amazingly clean yours is...
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Lionel Lemarié @hikey.org · 15/02/2026
Wow that looks amazing! Each time I'm still blown away by how responsive the lighting is in your renderer.
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Lionel Lemarié @hikey.org · 14/02/2026
Hey Fran @carucci.photography (: Here's another report for you: github.com/Atrix256/Thi...
github.com
On macOS there's a system beep each time a key is pressed · Issue #5 · Atrix256/Thirteen
Repro 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...
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Lionel Lemarié @hikey.org · 14/02/2026
Linux support works really well! Superb job. Keyboard support is a tricky one, though. bsky.app/profile/hike...
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Lionel Lemarié @hikey.org · 14/02/2026
They work now! thirteen.h and tinybvh.h make for quick and easy multiplatform ray tracing (: Here's Ubuntu and macOS.
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Lionel Lemarié @hikey.org · 14/02/2026
Sorry, 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.
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Lionel Lemarié @hikey.org · 14/02/2026
That'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.
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Lionel Lemarié @hikey.org · 14/02/2026
The final boss for this mini-renderer. Zorah and a (minified) Moana island. TinyBVH makes it almost too easy.
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Lionel Lemarié @hikey.org · 14/02/2026
It'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...
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Lionel Lemarié @hikey.org · 14/02/2026
Unbelievable but true: this renderer also works with non-Sponza scenes!
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Lionel Lemarié @hikey.org · 14/02/2026
Ah oops, I created my own threads like a noob (:
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Lionel Lemarié @hikey.org · 14/02/2026
thirteen.h + tinybvh.h = easy pt
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Lionel Lemarié @hikey.org · 13/02/2026
It takes no time to use the week-end code with thirteen.h! 🤣
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Lionel Lemarié @hikey.org · 11/02/2026
It's hard to make it look good, but it's pretty easy to make it look weird... ShaderToy Wcd3W2 by Shane.
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Lionel Lemarié @hikey.org · 10/02/2026
Live interaction: it reacts pretty quickly in a nice open scene like this.
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Lionel Lemarié @hikey.org · 10/02/2026
Nice, it worked easily in a quick test.
Path traced scene with a shader as the sky. Shader from Xor: https://www.shadertoy.com/view/3fKSzc
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Lionel Lemarié @hikey.org · 09/02/2026
That 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.
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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.
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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
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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.
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Amélie Heinrich @dispatchgraph.bsky.social · 20/01/2026
Switched from ImGui to SwiftUI
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Lionel Lemarié @hikey.org · 20/01/2026
Looks amazing!
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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.
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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.
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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
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Lionel Lemarié @hikey.org · 16/01/2026
No, 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.
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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
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Lionel Lemarié @hikey.org · 16/01/2026
Full res
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Lionel Lemarié @hikey.org · 16/01/2026
Slower zoom
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Lionel Lemarié @hikey.org · 15/01/2026
Fractal mitosis 4. #metalrt #rendering
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Lionel Lemarié @hikey.org · 14/01/2026
Final state.
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Lionel Lemarié @hikey.org · 14/01/2026
Fractal mitosis 3. #metalrt #rendering
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Lionel Lemarié @hikey.org · 13/01/2026
High res detail.
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Lionel Lemarié @hikey.org · 13/01/2026
Fractal mitosis 2. #metalrt #rendering
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