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Emilio López

@redorav.bsky.social
595 followers 169 following 11 posts

Senior Graphics Programmer R* Also Hangar 13, Playground, Tt Games Dei/Deum Views/opinions my own, obviously

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Emilio López @redorav.bsky.social · 04/01/2026
Happy new year! HLSL++ celebrates the 999 star milestone. Full WASM support was added recently, and I'm slowly working towards adding emulation for Texture2D, so one can sample textures CPU side. Development is slow but constant! github.com/redorav/hlslpp
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Emilio López @redorav.bsky.social · 28/06/2025
HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp
github.com
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
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Emilio López @redorav.bsky.social · 16/06/2025
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p... Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social‬ and @angelortiz.bsky.social‬ for the help and encouragement
elopezr.com
The Art Of Packing Data
The packing of data is good practice for many reasons, including disk space and efficient RAM or cache access. If we know the meaning of data we can often narrow down the range and precision, makin…
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Reposted by Emilio López
Character Design References @characterdesign.bsky.social · 07/02/2025
Animation by Les Clark* | Fantasia (1940) #penciltest #sakuga #genga #2danimation
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Reposted by Emilio López
Fabi 🎲 @fabi-adg.bsky.social · 14/01/2025
Hi! #PortfolioDay I'm Fabi, I am an enviroment pixel artist (mainly) and I like drawing fantasy landscapes Currently available for work!
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Emilio López @redorav.bsky.social · 06/12/2024
Unexpected so soon but hlsl++ has reached 700 stars. github.com/redorav/hlslpp The vector at Tt was called NuVec3/4. Accessing components was myVec.GetX().AsFloat() or SetX(). Cumbersome and mixed free and object functions. But, it's where I encountered and learned SIMD
github.com
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
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Reposted by Emilio López
Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024: www.youtube.com/watch?v=jusW... It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
youtube.com
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
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Emilio López @redorav.bsky.social · 19/11/2024
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed. github.com/redorav/hlslpp
github.com
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
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Reposted by Emilio López
Ruben Osorio @osor.io · 16/11/2024
Added a small section to osor.io/OIT about a neat way to avoid self-occlusion when sampling transmittance 😊 It came up in conversation enough times that it's worth updating instead of waiting for a new post ❤️ Also, some peeps asked for a clip with less & slower spheres intersecting so here it is! 🙏
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Reposted by Emilio López
Jeremy Laumon @jeremy.laumon.name · 10/11/2024
I'm reaching that point in life where the urge to write my own STL replacement is too strong. C++20, fairly minimal, a good hash map, arena allocator support. Zero includes excluding my own. Let's see how it goes!
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