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MΛX

@m4xc.bsky.social
362 followers 54 following 62 posts

Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics. m4xc.dev

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MΛX @m4xc.bsky.social · 01/10/2026
I've been busy working on the lighting for our factory survival game! I added a lot of pre/post processing: outlines, highlights, sparkles, etc. I've also been working on an implementation of Holographic Radiance Cascades for indirect lighting :) #gamedev #indiedev #indiegame #pixelart #rendering
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MΛX @m4xc.bsky.social · 12/09/2026
I've been working on improving the cone tracing, I improved shadow quality using anisotropic occlusion. The idea is to store occlusion values for each of the four cardinal directions (-x, +x, -y, +y) in the 2D case. We interpolate those based on the cone direction. Here's a before and after image:
Image *before* improvements, shows aliasing on the thin occluders near the top of the image.Image *after* improvements, shows no aliasing on the thin occluders near the top of the image. As well as overall improved penumbrae quality.
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MΛX @m4xc.bsky.social · 09/09/2026
Experimenting with cone tracing in our 2D pixel art game :) Here I am using cone tracing to trace the soft shadows. (no GI)
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MΛX @m4xc.bsky.social · 12/04/2026
I am honored to see an article I wrote mentioned in this talk, really cool stuff! :)
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MΛX @m4xc.bsky.social · 10/04/2026
During the past week I decided to dive back into Radiance Cascades again, this time Holographic Radiance Cascades (HRC). It was really fun to again dive into this and make my own implementation of it, running entirely on my CPU. This demo contains no explicit light sources, only emissive pixels! :)
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MΛX @m4xc.bsky.social · 16/01/2026
Did some experimentation with 4x4x4 voxel block compression today. I'm using a 64 tree with block compression applied at the leaf nodes. 3 interpolation bits per voxel. You can definitely see some compression artifacts. Both trees in this comparison store 8 bit RGB colors.
Uncompressed 64treeCompressed 64tree
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MΛX @m4xc.bsky.social · 30/12/2025
Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
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MΛX @m4xc.bsky.social · 02/07/2025
We've used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :) This has been an incredibly fun experience, building this from the ground up, working together with designers and artists! Engine: youtu.be/uvLZn1X_R0Q Game: buas.itch.io/zentera
youtu.be
Kudzu Engine - Showcase
YouTube video by Sven
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Brian Karis @briankaris.bsky.social · 03/06/2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
youtube.com
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
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MΛX @m4xc.bsky.social · 16/04/2025
For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
Cone traced reflections.Cone traced soft shadows.Cone traced soft shadows & ambient occlusion.
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MΛX @m4xc.bsky.social · 12/03/2025
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgi
github.com
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
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Jendrik Illner @jendrikillner.bsky.social · 27/01/2025
Graphics Programming weekly - Issue 376 - January 26th, 2025 www.jendrikillner.com/post/graphic...
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MΛX @m4xc.bsky.social · 25/01/2025
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...
m4xc.dev
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
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Jacco Bikker 🎦 @jbikker.bsky.social · 25/01/2025
In case you're looking for the perfect university for 2025/2026: Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design. Tuition fee this year is 2530 for EU citizens. games.buas.nl
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Christoph Peters @momentsingraphics.bsky.social · 19/01/2025
My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that. momentsingraphics.de/Radiometry2P...
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MΛX @m4xc.bsky.social · 15/01/2025
I've been validating the results of my Surfel Radiance Cascades, comparing it to ground-truth and using the white furnace test. I think I'm really close to GT now, attached are 2 images, one is GT, the other is SRC :)
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MΛX @m4xc.bsky.social · 08/01/2025
I've been improving the Surfel Radiance Cascades since my last post, ironing out bugs one by one. It's starting to get difficult to see the difference between my ground truth renderer and the SRC one :) (in this rather low frequency scene, more high frequency tests coming soon)
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MΛX @m4xc.bsky.social · 03/01/2025
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
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MΛX @m4xc.bsky.social · 27/12/2024
I Finally got around to adding ImGui to my project, it was about time after logging info for a while :p I'm now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)
Surfel debugger showing Cascade statistics to get an idea of what kind of work we're going to be doing.A Surfel covered terrain with some Debug GUI overlayed on top.
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MΛX @m4xc.bsky.social · 14/12/2024
This week I've been implementing Surfels for the first time, the most challenging part so far has been the spawning algorithm. Stopping Surfels from spawning on top of each other. The spatial look-up acceleration structure is also a part which I still need to iterate on :)
~2500 Surfels distributed across the screen using gbuffer data.
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MΛX @m4xc.bsky.social · 04/12/2024
GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :) youtu.be/MONs5wMy6Rw?...
youtu.be
Student Showcase
YouTube video by Graphics Programming Conference
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Nicolas Lopez @nicolas-lopez.bsky.social · 25/11/2024
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
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MΛX @m4xc.bsky.social · 25/11/2024
Found out that Slang supports Unicode 😈 (Yes, this compiles & runs :p)
An evil push constants buffer, using an evil devil emoji as its type name.
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MΛX @m4xc.bsky.social · 24/11/2024
I've been using Slang these past few days for a new project I've started working on. Currently working on the rasterization pipeline, I have a cube so far :) Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo. github.com/nvpro-sample...
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MΛX @m4xc.bsky.social · 24/11/2024
Post a video game gif from the year you were born
Super Mario Sunshine GIF, showing Mario sleeping next to Yoshi.
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MΛX @m4xc.bsky.social · 20/11/2024
Re-posting some results I previously shared on Twitter :) These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D
Blue & green emissive cubes rendered with Radiance Cascades.Part of a Menger sponge with sky lighting rendered with Radiance Cascades.Random cubes rendered with Radiance Cascades.Sky lighting rendered with Radiance Cascades.
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Jendrik Illner @jendrikillner.bsky.social · 30/10/2024
Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
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Jacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024
The first public release of tiny_bvh is now available from Github: github.com/jbikker/tiny... tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is! Feedback welcome.
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George Bolba @gikster.bsky.social · 28/10/2024
Going into the final week of the first project of Year 2, I thought I should share what I've been working on. I've been making a PBR renderer for the first time, with the target platform being the PS5. Obviously, I am still lacking IBL so that's what I will be working on this week :)
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MΛX @m4xc.bsky.social · 25/10/2024
Hey everyone! I've not been completely dormant since uni started when it comes to Radiance Cascades :) I've been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It's now live :p m4xc.dev/articles/fun...
m4xc.dev
MΛX - Fundamentals of Radiance Cascades
A deep-dive into the fundamental concepts/ideas behind Radiance Cascades.
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