jb @jbakergraphics.bsky.social · 09/10/2026working 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 1343
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 0100
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
jb @jbakergraphics.bsky.social · 08/09/2026some kind of direct light sampling, resolving soft shadows 0152
jb @jbakergraphics.bsky.social · 04/09/2026This 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) 130
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 · 01/09/2026new pathtracer, messing with delta tracking for volumetrics 1294
jb @jbakergraphics.bsky.social · 04/08/2026this 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 090
jb @jbakergraphics.bsky.social · 29/06/2026This 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 120
jb @jbakergraphics.bsky.social · 25/06/2026Been 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 030
jb @jbakergraphics.bsky.social · 21/06/2026Sonnar variant with some cool meniscus elements on the front 0100
jb @jbakergraphics.bsky.social · 21/06/2026they're talking about using this design with a beam combiner to draw something inside of an eyepiece, I think 020
jb @jbakergraphics.bsky.social · 21/06/2026more exciting, this design is supposed to have "swirly bokeh" 1140
jb @jbakergraphics.bsky.social · 21/06/2026old wide angle lens, two meniscus elements like a bubble of glass 030
jb @jbakergraphics.bsky.social · 18/06/2026fisheye, peripheral rays showing a lot of chromatic aberration which is really cool 0447
jb @jbakergraphics.bsky.social · 17/06/2026lens 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 1232
jb @jbakergraphics.bsky.social · 14/06/2026polyhaven.com/a/ferndale_s... some nice studio lighting setup HDRIs added to polyhaven the past few months 0120
jb @jbakergraphics.bsky.social · 11/06/2026switched 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 040
jb @jbakergraphics.bsky.social · 11/06/2026fixed, 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 1131