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voxeltracer.bsky.social

@voxeltracer.bsky.social
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Alex Tardif @longbool.bsky.social · 15/03/2026
GPU Tracing Participating Media alextardif.com/Participatin... Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!
Path traced volume of a bunnyPath traced volume of a bunny with an emissive centerPath traced volume of a bunnyPath traced living room with a homogeneous fog volume
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Soufiane KHIAT @soufianekhiat.bsky.social · 12/03/2026
Qaws (قوس) Arabic for *arc*, *bow*, *curve*. A dependency-free C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D. A dependency-free C11 library for parametric curves and surfaces in 2D/3D. 1/13
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Gleb Alexandrov @glebalexandrov.bsky.social · 11/03/2026
Hey everyone, new tutorial! How to Light 3D Portraits in Blender. Full article and a video. 4 levels of difficulty: from one light to full cinematic rig. Many lighting theory nuggets to be found. #b3d #blender3d www.creativeshrimp.com/character-li...
creativeshrimp.com
How to Light 3D Portraits in Blender (Photographic Lighting Techniques) • Creative Shrimp
In this tutorial (video and article) we’ll look at a mix of practical Blender techniques and timeless lighting principles used in cinematic character lighting - things like light direction, falloff, f...
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Nathan Reed @reedbeta.bsky.social · 10/03/2026
My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: github.com/adobe/openpb...
github.com
GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf
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Fernando Ramallo @fernantastic.bsky.social · 24/02/2026
I'm looking for work! I love technical challenges and got a deep artistic sense. I enjoy stunning folks with visuals AND coding efficiently. I worked on games, XR and immersive art, but especially interested in museum displays, music videos, science education. DM me! Would love to chat.
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Omar @ocornut.bsky.social · 15/08/2024
I wrote a thing... "10 years of Dear ImGui" (long post) 🎉 github.com/ocornut/imgu...
github.com
10 years of Dear ImGui · Issue #7892 · ocornut/imgui
10 years of Dear ImGui 🎉 On August 11, 2014, I published v1.00 of Dear ImGui on GitHub. I thought I would take the occasion to reflect about it, share some data points and stories, and generally th...
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Yining Karl Li @yiningkarlli.bsky.social · 04/12/2024
Recordings for Graphics Programming Conference 2024 are now up. The lineup is packed with amazing talks ranging from rendering for games like Tiny Glade, Hades, and Baldur’s Gate 3, to even a talk on designing your own GPU! youtube.com/playlist?lis...
youtube.com
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
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Jacco Bikker 🎦 @jbikker.bsky.social · 28/11/2024
tiny_bvh.h reached version 1.0.0! github.com/jbikker/tiny... To celebrate, this version has a lot of new features: * New speedtest tool, with traversal kernel validation and shadow ray reporting * Optimized BVH now outperforms Embree (not fair, that's not Embrees best builder, to be cont.) (1/2)
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Daniel Holden @theorangeduck.bsky.social · 23/11/2024
My latest article is about one of my favorite techniques in graphics - Müller's method of Polar Decomposition. It also details some variations, including one which is ~2x faster to compute with more regular convergence. theorangeduck.com/page/variati...
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Maximilian Tarpini @maxtarpini.bsky.social · 21/11/2024
I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others. drive.google.com/drive/folder...
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Adam Marrs @acmarrs.bsky.social · 20/11/2024
Essential learning: intro-to-restir.cwyman.org
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Max Liani @maxliani.bsky.social · 17/11/2024
A few years ago I wrote about how to create good manipulators for a 3d editor. I chose an immediate mode design, so that manipulators graphics is generated per frame and can animate and react to the user actions. maxliani.wordpress.com/2021/06/29/o...
maxliani.wordpress.com
Offline to Realtime: Manipulators
In my new system design I allow to draw anything and give free range of what a manipulator may be and how it may behave. The infrastructure in Gesture::Input and Gesture::Graphics comes together to…
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Kostas Anagnostou @kostasanagnostou.bsky.social · 17/11/2024
Digital Dragons 2024 Technical Presentation recordings, including several rendering related ones t.co/cef7qJqeFN
t.co
https://www.youtube.com/watch?v=h0c83RnEMSo&list=PLqUbLv3b1v3fWCYLzkDzd5DAyi6j6fW37
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Alan Wolfe @demofox.bsky.social · 30/09/2024
This is getting a lot of new attention. If you like this topic, I have a newer blog post on how to make a low discrepancy shuffle iterator. blog.demofox.org/2024/05/19/a...
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Alan Wolfe @demofox.bsky.social · 14/05/2024
For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D. Enjoy! www.youtube.com/watch?v=teth...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 16/11/2024
Tool to visualise samples drawn from various distributions for some intuition into how they are laid out spatially wkjarosz.github.io/SamplinSafari/. Eg samples from a uniform distribution are not as uniform as one might think and prone to clustering compared to a low discrepancy one like Hammersley
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Kostas Anagnostou @kostasanagnostou.bsky.social · 16/11/2024
Great collection of resources for GPU architecture and optimisation gist.github.com/silvesthu/50...
gist.github.com
GPU Optimization for GameDev
GPU Optimization for GameDev. GitHub Gist: instantly share code, notes, and snippets.
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Stefan Pijnacker @stefanpijnacker.bsky.social · 08/11/2024
Worked some more on my path tracer this evening. Having a lot of fun building small test scenes :)
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Jacco Bikker 🎦 @jbikker.bsky.social · 10/11/2024
New in tiny_bvh.h today: - 4/8-wide BVH layout - Conversion (collapse) from BVH2 to BVH4/8, Wald-style - Basic intersect functions for both layouts. BVH4 will primarily feed a fast OpenCL intersection function, but the CPU may also benefit. BVH8 will be used for CWBVH. github.com/jbikker/tiny...
github.com
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
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Nikita Lisitsa @lisyarus.bsky.social · 10/11/2024
The next 3 articles in my CPU rasterizer tutorial series are done! These are all about adding full 3D support, with perspective projection, perspective interpolation, triangle clipping, and a depth buffer. lisyarus.github.io/blog/posts/i...
lisyarus.github.io
Implementing a tiny CPU rasterizer | Part 4: Changing perspective
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Jacco Bikker 🎦 @jbikker.bsky.social · 06/11/2024
pinned post: Hi, my name is Jacco Bikker, I teach game C/C++ and graphics at Breda University. Blog (mostly technical articles): jacco.ompf2.com/author/jbikk... Github: github.com/jbikker Currently working on tiny_bvh.h! Other projects: Lighthouse 2 path tracer, voxel rendering.
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