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jb

@jbakergraphics.bsky.social
2.7K followers 1.2K following 891 posts

Previously Engine/Rendering Tech @idSoftware interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics Co-organizer of Graphics Programming Virtual Meetup Project writeups, blog posts: jbaker.graphics/index.html

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jb @jbakergraphics.bsky.social · 10/10/2026
some fine tuning on drawing the outlines
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jb @jbakergraphics.bsky.social · 10/10/2026
a few more different lenses visualized this way
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jb @jbakergraphics.bsky.social · 09/10/2026
working on 2D sectioned illustrations in the style of Smith's Modern Optical Engineering - smooth line renderer resolves in a couple ms and only needs to update on parameter changes, so I think it's a nice per-element color-coded visual
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jb @jbakergraphics.bsky.social · 27/09/2026
some bugs to work out still but quite impressed with gaussian splats, very fast even with a very simple raster impl
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jb @jbakergraphics.bsky.social · 25/09/2026
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jb @jbakergraphics.bsky.social · 12/09/2026
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jb @jbakergraphics.bsky.social · 12/09/2026
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jb @jbakergraphics.bsky.social · 12/09/2026
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jb @jbakergraphics.bsky.social · 12/09/2026
underwatery lighting
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jb @jbakergraphics.bsky.social · 11/09/2026
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jb @jbakergraphics.bsky.social · 11/09/2026
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jb @jbakergraphics.bsky.social · 11/09/2026
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jb @jbakergraphics.bsky.social · 11/09/2026
going 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
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jb @jbakergraphics.bsky.social · 11/09/2026
spectral light distribution UI hooked up, now the light matches the specified spectral power distribution
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jb @jbakergraphics.bsky.social · 10/09/2026
converted to spectral, so far the only difference is the chroma noise
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 09/09/2026
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jb @jbakergraphics.bsky.social · 08/09/2026
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jb @jbakergraphics.bsky.social · 08/09/2026
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jb @jbakergraphics.bsky.social · 08/09/2026
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jb @jbakergraphics.bsky.social · 08/09/2026
some kind of direct light sampling, resolving soft shadows
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jb @jbakergraphics.bsky.social · 07/09/2026
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jb @jbakergraphics.bsky.social · 06/09/2026
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jb @jbakergraphics.bsky.social · 04/09/2026
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jb @jbakergraphics.bsky.social · 04/09/2026
This is revisiting a setup I used for an older iteration of volume pt, slow solution that involved DDA traversal and an rng check per step and also left some artifacts... but this method is way faster even with two separate raymarches devoted to the volume (one dense, one sparse)
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jb @jbakergraphics.bsky.social · 04/09/2026
very 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
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jb @jbakergraphics.bsky.social · 04/09/2026
solid surfaces + dense volumes working together
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jb @jbakergraphics.bsky.social · 02/09/2026
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jb @jbakergraphics.bsky.social · 02/09/2026
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jb @jbakergraphics.bsky.social · 02/09/2026
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jb @jbakergraphics.bsky.social · 01/09/2026
new pathtracer, messing with delta tracking for volumetrics
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jb @jbakergraphics.bsky.social · 26/08/2026
Pathtraced fractal in Daedalus
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jb @jbakergraphics.bsky.social · 04/08/2026
this lens is not placed at the correct focusing distance, but this does give me some amount of positive feeling about being able to (very slowly) produce an image with a forward trace like this
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jb @jbakergraphics.bsky.social · 29/06/2026
This is just an SDF fractal defined by the bit of code in the 1st image, and sphere tracing is the code in 2nd - I'm using a procedural wood noise by DeanTheCoder as a "displacement" term, subtracting the noise actually defines the microgeometry for roughness/aniso www.shadertoy.com/view/mdy3R1
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jb @jbakergraphics.bsky.social · 29/06/2026
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jb @jbakergraphics.bsky.social · 25/06/2026
Been reading about this - historically turret designs were common, but that probably doesn't help that much with current setups (though apparently at least one is made for a modern mount w/electronics) - Some like the last pic eyemo used a twinned smaller turret for a viewfinder
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jb @jbakergraphics.bsky.social · 21/06/2026
Sonnar variant with some cool meniscus elements on the front
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jb @jbakergraphics.bsky.social · 21/06/2026
they're talking about using this design with a beam combiner to draw something inside of an eyepiece, I think
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jb @jbakergraphics.bsky.social · 21/06/2026
more exciting, this design is supposed to have "swirly bokeh"
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jb @jbakergraphics.bsky.social · 21/06/2026
old wide angle lens, two meniscus elements like a bubble of glass
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jb @jbakergraphics.bsky.social · 18/06/2026
fisheye, peripheral rays showing a lot of chromatic aberration which is really cool
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jb @jbakergraphics.bsky.social · 17/06/2026
lens design is matching up very well with the diagram from the original design in Modern Optical Engineering - you can measure the focal length of a lens by passing collimated light through the front surface and seeing where it focuses
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jb @jbakergraphics.bsky.social · 16/06/2026
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jb @jbakergraphics.bsky.social · 14/06/2026
polyhaven.com/a/ferndale_s... some nice studio lighting setup HDRIs added to polyhaven the past few months
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jb @jbakergraphics.bsky.social · 11/06/2026
switched to cauchy coefficients which... I think the math is just wrong on my sellmeier stuff, which is why the rainbows are so extreme... but in any event, I am pretty sure this shows the ring-shaped bokeh that are characteristic of catadioptric systems like this
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jb @jbakergraphics.bsky.social · 11/06/2026
fixed, needs some flocking so light can't enter/exit through the sides of the barrel of the lens - line segments + arcs (+ probably more stuff later for aspheres) seems like enough to implement most of the prescriptions I've found
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