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@nagakagachi.bsky.social
81 followers 39 following 165 posts

グラフィックスプログラミングを注視する土偶 Graphics programmer twitter.com/nagakagachi github.com/nagakagachi nagakagachi.github.io

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Jacco Bikker 🎦 @jbikker.bsky.social · 17h
TinyBVH 1.9.1 is now available on the dev branch: github.com/jbikker/tiny... Exciting developments: * 3x faster SBVH builds * 4x faster BVH4 / BVH8 builds * Fast binning builder now 20% faster * New Bonsai builder (<5ms for Sponza!) Give it a spin. :)
github.com
GitHub - jbikker/tinybvh: Header-only dependency-free BVH construction and traversal library.
Header-only dependency-free BVH construction and traversal library. - jbikker/tinybvh
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なが @nagakagachi.bsky.social · 04/10/2026
my new site... nagakagachi.github.io
nagakagachi.github.io
ながむしメモ
グラフィックスなどのプログラムのメモ
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Alan Wolfe @demofox.bsky.social · 03/10/2026
The Double Headed Stack Allocator New blog post! blog.demofox.org/2026/10/03/t...
This shows how the double headed stack allocator works. Level data (red) is allocated from the left going towards the right, while character data (green) is allocated from the right going to the left. They can each allocate / deallocate memory as they wish, without the two systems interleaving and causing fragmentation.
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Arseny Kapoulkine @zeux.io · 30/09/2026
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b...
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Jendrik Illner @jendrikillner.bsky.social · 01/10/2026
Graphics Programming weekly - Issue 457 - September 27th, 2026 www.jendrikillner.com/post/graphic...
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Maximilian Tarpini @maxtarpini.bsky.social · 29/09/2026
Emissive shaders. Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it. www.linkedin.com/pulse/therma...
linkedin.com
Thermal light emission from hot objects
Most emissive shaders in CG make hot metal glow the same way: you type a temperature in Kelvin, a blackbody function turns it into a colour, and that colour is added on top of the material. Gold, iron...
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なが @nagakagachi.bsky.social · 25/09/2026
github.com/nagakagachi/...
github.com
GitHub - nagakagachi/instant-rdv-ue: instant raster derived voxel ue plugin
instant raster derived voxel ue plugin. Contribute to nagakagachi/instant-rdv-ue development by creating an account on GitHub.
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なが @nagakagachi.bsky.social · 25/09/2026
github.com/nagakagachi/...
github.com
GitHub - nagakagachi/instant-rdv-ue: instant raster derived voxel ue plugin
instant raster derived voxel ue plugin. Contribute to nagakagachi/instant-rdv-ue development by creating an account on GitHub.
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なが @nagakagachi.bsky.social · 23/09/2026
InstantRDV UE Demo release github.com/nagakagachi/...
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なが @nagakagachi.bsky.social · 08/09/2026
Custom GI on UE5 Dynamic material response to indirect lighting
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なが @nagakagachi.bsky.social · 04/09/2026
Custom Dynamic GI in UE
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なが @nagakagachi.bsky.social · 03/09/2026
new Robust Probe Relocation system. graphics programming. global illumination.
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なが @nagakagachi.bsky.social · 02/09/2026
Probe Based Dynamic GI WIP Probe Relocation Algorithm
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なが @nagakagachi.bsky.social · 29/08/2026
Concurrent Binary Trees for Large-Scale Game Components 任意モデルテスト検証 完全共有頂点のみ接続判定しているのでスキマがあるところは法線やUVが異なる箇所 nagakagachi.hatenablog.com/entry/2026/0...
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Mike Turitzin @miketuritzin.bsky.social · 27/08/2026
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
youtu.be
Enshrouded - Performance Improvements for 1.0
YouTube video by Enshrouded
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なが @nagakagachi.bsky.social · 27/08/2026
CEDECの受講登録でうっかり所属会社を入力してしまったのだけど、それ以降に某スポンサーから製品・事業紹介メールが送られてくるようになった 登録情報をそういう使い方するって書かれてましたっけ?
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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なが @nagakagachi.bsky.social · 02/08/2026
シーンのマテリアルにGI適用
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なが @nagakagachi.bsky.social · 02/08/2026
GI 動的 シーン すべて HWレイトレ不要
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4GamerNews @4gamer.net · 29/07/2026
4Gamer 🔗https://www.4gamer.net/s/G051215.260729033 「グランツーリスモ7」を1万nits超のディスプレイに映したら何が起きたか。ポリフォニー・デジタルとソニーが挑んだ,撮像から表示までのHDR一気通貫[CEDEC 2026] HDRカメラと超高輝度ディスプレイを組み合わせ,撮影から表示までを一気通貫でHDR化。その実験で見えてきた成果とは
4gamer.net
「グランツーリスモ7」を1万nits超のディスプレイに映したら何が起きたか。ポリフォニー・デジタルとソニーが挑んだ,撮像から表示までのHDR一気通貫[CEDEC 2026]
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AMD GPUOpen @gpuopen.bsky.social · 22/07/2026
New AMD graphics research: "Ray Tracing Massive Amounts of Animated Geometry" 🌳 🔺 Tetrahedral cages decouple animation cost from triangle count. ⚡ Enables massive animated scenes in real-time ray tracing. Read more ⬇️ gpuopen.com/learn/ray-tr...
gpuopen.com
Ray tracing massive amounts of animated geometry using tetrahedral cages - AMD GPUOpen
Animate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, gr...
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Cem Yuksel @cemyuksel.com · 21/07/2026
Tonight at 6 pm PDT, the #RealTimeLive! show of #SIGGRAPH2026 will be live-streamed here: www.youtube.com/watch?v=VWfF... I will present "Game-Ready Hair in Minutes! Hair Mesh Modeling with Physics." s2026.conference-schedule.org/presentation...
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なが @nagakagachi.bsky.social · 20/07/2026
動的GI ネイティブレンダラから移植中
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なが @nagakagachi.bsky.social · 20/07/2026
自作のGIシステムをUEプラグインに移植中. 事前ベイク一切不要な完全動的.
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なが @nagakagachi.bsky.social · 12/07/2026
Tile Froxel Depth Variance
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GIGAZINE @gigazine.net · 09/07/2026
EVE Onlineのゲームエンジン「Carbon」がオープンソース化、開発者が理由を解説 gigazine.net/news/20260709-eve-onli…
gigazine.net
EVE Onlineのゲームエンジン「Carbon」がオープンソース化、開発者が理由を解説
2003年に発売された老舗MMORPGの「EVE Online」で利用されているゲームエンジンの「Carbon」が、オープンソース化します。Carbonの開発元であるFenris Creationsが、その理由を説明しました。
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Inigo Quilez @iquilezles.bsky.social · 27/06/2026
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
youtu.be
A function you cannot do without
YouTube video by Inigo Quilez
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Cem Yuksel @cemyuksel.com · 26/06/2026
At SIGGRAPH 2026, I will present a paper titled "Continuity-Enhancing Degree Elevation and Splits" that can form C2 (or higher) curves from a given C1 curve, because we can only do C1 with Bezier handles. Video: www.youtube.com/watch?v=gzDO... Project Page: graphics.cs.utah.edu/research/pro...
youtube.com
Continuity-Enhancing Degree Elevation and Splits - SIGGRAPH 2026
YouTube video by Cem Yuksel
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Cem Yuksel @cemyuksel.com · 27/06/2026
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro...
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なが @nagakagachi.bsky.social · 11/06/2026
FrustumProbeモードのデモ. 先日の動画はScreenProbeモード. 深夜のコンビニ感がいいじゃない frustum probe mode GI
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Tom Forsyth @tomforsyth.bsky.social · 10/06/2026
Holy shit my thing actually works! Didn't even need much tweaking. This is a traditional mesh (very simple one right now - a 2x2 quad), skinned with the usual 4-weighted-bones, but it has "thickness", and has a heightfield embedded in it that the pixel shader traces through.
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なが @nagakagachi.bsky.social · 10/06/2026
Emissive Surface Only GI Demo
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jb @jbakergraphics.bsky.social · 26/05/2026
2D spectral pathtracing
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Yining Karl Li @yiningkarlli.bsky.social · 19/05/2026
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers! juretriglav.si/surfel-based...
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なが @nagakagachi.bsky.social · 18/05/2026
slim voxel mode
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なが @nagakagachi.bsky.social · 17/05/2026
inner voxelization 調整 (right)
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Max Liani @maxliani.bsky.social · 10/05/2026
About 3.5 years ago I did some experiment to improve the behavior of microfacet normals at glancing angles. Many surfaces become highly reflective even though having high roughness. Check the discussion in the thread. Here is my implementation reusing equations you already have:
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AMD GPUOpen @gpuopen.bsky.social · 11/05/2026
AMD research from #Eurographics2026! 🔬 "Voxel Deformation-Aware Neural Intersection Function" explores: 🧠 Neural intersection prediction for deformable & animated geometry. ⚡ Single network handles multiple poses without retraining. Get the paper ⬇️ gpuopen.com/learn/public...
gpuopen.com
Publications - AMD GPUOpen
Discover our published publications.
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なが @nagakagachi.bsky.social · 05/05/2026
Real-time trashbox GI Multi-bounce
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なが @nagakagachi.bsky.social · 04/05/2026
Screen Probe Adaptive Placement
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なが @nagakagachi.bsky.social · 04/05/2026
quad tree image
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なが @nagakagachi.bsky.social · 04/05/2026
空ピクセルの評価ミス修正
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なが @nagakagachi.bsky.social · 04/05/2026
シーン分析
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なが @nagakagachi.bsky.social · 03/05/2026
www.youtube.com/watch?v=cOgY...
youtube.com
Portable Global Illumination WIP 2
YouTube video by なが
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なが @nagakagachi.bsky.social · 03/05/2026
GI WIP 2 nagakagachi.hatenablog.com/entry/2026/0...
nagakagachi.hatenablog.com
Global Illumination WIP 2 - ながむしメモ
Irradianceまで繋いだので進捗. しかしこの方式はディティールレベルは高いが負荷を下げにくいので別の手法も試し中. www.youtube.com
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なが @nagakagachi.bsky.social · 02/05/2026
Frustum Probe テスト EnshroudedのGPC資料参考です
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なが @nagakagachi.bsky.social · 29/04/2026
Cos畳み込みが入っていなかったので対応
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なが @nagakagachi.bsky.social · 26/04/2026
self made GI irradiance, sky visibility all realtime, no HW Raytracing
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なが @nagakagachi.bsky.social · 26/04/2026
indirect 💡
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なが @nagakagachi.bsky.social · 26/04/2026
(゜-゜)
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