jb @jbakergraphics.bsky.social · 27/09/2026some bugs to work out still but quite impressed with gaussian splats, very fast even with a very simple raster impl 060
Reposted by jbKosta Derpanis @csprofkgd.bsky.social · 26/09/2026Interactive webpage: csprofkgd.github.io/video-tubele... 182
Reposted by jbJuno @slopmoding.bsky.social · 08/03/2025One time I managed to find the exact spot where that photo was taken on google maps 201507195
Reposted by jbVarun Vachhar @varun.ca · 20/09/2026Another little tool built on top of @meodai.bsky.social's Cusp Hanger to create palettes for generative systems. One ground colour plus foregrounds grouped by contrast. It generates a smooth ramp per hue and selects colours off that ramp by measured contrast. 2385
Reposted by jbDiGiTaL.DOG🐕🏳️🌈 @puppy.surf · 21/09/2026blurring the RGB channels individually really helps give that harshness good writeup: animationobsessive.substack.com/p/dangerous-...animationobsessive.substack.comDangerous LightOn a lost effect from the analog film era. 0428
Reposted by jbMatt Henderson @matthen.com · 16/09/2026Trying to forecast the future on a Galton board 1658081
Reposted by jbRune Skovbo Johansen @runevision.bsky.social · 12/09/2026I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T... 18412
jb @jbakergraphics.bsky.social · 11/09/2026going with a cone type geometry for the lights, basically occlusion checks to a disk of a certain radius after an angular threshold check, see if you intersect with the scene before that distance 1103
jb @jbakergraphics.bsky.social · 11/09/2026spectral light distribution UI hooked up, now the light matches the specified spectral power distribution 1160
jb @jbakergraphics.bsky.social · 10/09/2026converted to spectral, so far the only difference is the chroma noise 0200
Reposted by jbVulkan @vulkan.fosstodon.org.ap.brid.gy · 08/09/2026New Sample - Rendering an OctMap In this new sample, we demonstrate several advanced Vulkan techniques working together: - Octomap instanced rendering — dynamically display a voxel occupancy map generated by ARKit SLAM using GPU instancing. - Gaussian Splat rendering — render the same scene as […]fosstodon.orgOriginal post on fosstodon.org 144
Reposted by jb🔄️ Rotating Cars 🚗 @rotatingcars.bsky.social · 08/09/2026🚗 Roboracer 💿 Lego Racers 🎮 PlayStation 1 🗓️ 1999 112042
Reposted by jb🔄️ Rotating Cars 🚗 @rotatingcars.bsky.social · 25/08/2026🚗 Tornado Shark 💿 Need For Madness? Toooo!? 🎮 PC Java 🗓️ 2005 25915
jb @jbakergraphics.bsky.social · 08/09/2026some kind of direct light sampling, resolving soft shadows 0152
Reposted by jbRay @raysan5.bsky.social · 05/09/2026hi! Just released rGuiIcons v4.0!!! 🔥 Create 16x16 icons or fonts or tilesets for your 1-bit games! 💯 Use it online or download! 1 file, 1MB, 2K locs! Made with #raylib and #raygui! Free and open-source! Get it now! ❤️ raylibtech.itch.io/rguiicons 1436
Reposted by jbChristoph Kubisch @pixeljetstream.bsky.social · 04/09/2026New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...nvpro-samples.github.ioRelease Notes - Vulkan Gaussian SplattingReal-time visualization of 3D Gaussian Splatting using the Vulkan API 064
Reposted by jbInigo Quilez @iquilezles.bsky.social · 04/09/2026Distorting space with sine functions #math 446084
Reposted by jbJendrik Illner @jendrikillner.bsky.social · 05/09/2026Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic... 05523
jb @jbakergraphics.bsky.social · 04/09/2026very low density volume for the ambient scattering, alongside the denser volumes and the SDFs with mirror+emissive materials - each scene intersection basically consists of 3 traces, but it comes out super nice 1181
jb @jbakergraphics.bsky.social · 02/09/2026This actually has no surfaces involved, it is entirely volume scattering using a nice phase function research.nvidia.com/labs/rtr/app...research.nvidia.comAn Approximate Mie Scattering Function for Fog and Cloud RenderingAn Approximate Mie Scattering Function for Fog and Cloud Rendering 0171
Reposted by jbmamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 02/09/20261974 A Computer Animated Hand by Ed Catmull source: Siggraph 1144
Reposted by jbChristian Wolf @chriswolfvision.bsky.social · 01/09/2026static.klipy.comJaws Iconic Dolly Zoom ShotALT: Jaws Iconic Dolly Zoom Shot 2194
jb @jbakergraphics.bsky.social · 01/09/2026new pathtracer, messing with delta tracking for volumetrics 1294
Reposted by jbMax (VGCartography) @vgcartography.com · 28/08/2026TONY HAWK'S PRO SKATER (PS1) skate parx (1/3) 19018