Sign in

Juan A. H. Cánovas

@yordrar.bsky.social
83 followers 144 following 0 posts

Rendering engineer @ Codemasters (EA). Interested in Graphics, Game engines, Gamedev & Math.

PostsRepliesMedia
Reposted by Juan A. H. Cánovas
Eric Lengyel @ericlengyel.bsky.social · 28/10/2025
I am excited to announce the release of Radical Pie, version 1.0! This is the professional equation typesetting application that I've been working on for the last year. See the website for details. radicalpie.com
14612 0
Reposted by Juan A. H. Cánovas
Scott Anderson @impossible.bsky.social · 16/10/2025
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
youtube.com
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
12210 0
Reposted by Juan A. H. Cánovas
Giuseppe "Juice" Modarelli 🏹 Tides of Revival RPG @gmodarelli.com · 29/10/2025
I've implemented a GPU-driven debug line renderer for Tides based on this great article by @belgianrenderer.gijskaerts.com www.gijskaerts.com/wordpress/?p.... Now I can debug why my GPU-driven LOD selection doesn't work 😅
AABBs around all visible meshes in Tides of Revival
182 0
Reposted by Juan A. H. Cánovas
Kostas Anagnostou @kostasanagnostou.bsky.social · 21/09/2025
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
interplayoflight.wordpress.com
The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
24913 0
Reposted by Juan A. H. Cánovas
Stephen Hill @selfshadow.com · 10/08/2025
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
111155 0
Reposted by Juan A. H. Cánovas
Nicolas Lopez @nicolas-lopez.bsky.social · 10/08/2025
#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
coburggraphicslab.github.io
GPU Work Graphs Course
04016 0
Reposted by Juan A. H. Cánovas
Eric Brachmann @ericbrachmann.bsky.social · 25/07/2025
Now on YouTube: www.youtube.com/watch?v=gdrL...
youtube.com
Pushing Boundaries of Structure-from-Motion with Machine Learning | Eric Brachmann (Niantic Spatial)
YouTube video by heidelberg.ai
094 0
Reposted by Juan A. H. Cánovas
Kim Kulling @kimkulling.bsky.social · 23/07/2025
Some nice thoughts from a gfx-programming guy: www.elopezr.com/life-and-dea... #gamedev #programming
elopezr.com
Life and Death of a Graphics Programmer
Recurrent internet discussions show a divide between programmers working in different industries. Topics like code clarity, performance, debuggability, architecture or maintainability are a source …
0236 0
Reposted by Juan A. H. Cánovas
Godot Engine @godotengine.org · 11/06/2025
If you are interested in low-level development, our rendering lead @clayjohn.bsky.social wrote a post sharing some insights into the optimization process for mobile devices using Arm Performance Studio 👇 community.arm.com/arm-communit...
community.arm.com
Optimizing 3D scenes in Godot on Arm GPUs
In part 1 of this series, learn how we utilized Arm Performance Studio to identify and resolve major performance issues in Godot’s Vulkan-based mobile renderer.
119424 0
Reposted by Juan A. H. Cánovas
Morten Vassvik @vassvik.bsky.social · 03/06/2025
Experimenting with conservatively culling of piecewise quadratic Bezier curves in the context of spline distance fields Problem: Given a sample point (at cursor), can I guarantee that points close to this sample point (inside box) are closer to one of the curve segments, or do I need to check both?
5141 0
Reposted by Juan A. H. Cánovas
kyndinfo @kyndinfo.bsky.social · 17/05/2025
Drawing Landscape kyndinfo.notion.site/Drawing-Land... #p5js #math #physics #code #art
1143 0
Reposted by Juan A. H. Cánovas
filmicworlds.bsky.social @filmicworlds.bsky.social · 19/05/2025
Here's the follow up post on using Temporal Super Resolution with 4x MSAA. Still getting used to posting here, but better late than never. This one turned a little better than expected, and the balanced sampling was a happy accident with the jitter pattern. filmicworlds.com/blog/tempora...
filmicworlds.com
Temporal Super Resolution via Multisampling
Is anyone using temporal reprojection to improve MSAA?
06713 0
Reposted by Juan A. H. Cánovas
Enrique Colinet 'Baxayaun' @enriquecoli.net · 22/04/2025
This video uploaded by @vercidium.com talking about his Raytraced Audio is fascinating. There is still room for huge technical advances in gaming that don't involve graphics. www.youtube.com/watch?v=u6Eu...
youtube.com
A First Look At Raytraced Audio
YouTube video by Vercidium
2248 0
Reposted by Juan A. H. Cánovas
Andrew Willmott @andrewwillmott.bsky.social · 15/04/2025
If you want to do it yourself, you could also just grab the relevant LUTs (the 'simulate' ones) from here: github.com/andrewwillmo....
022 0
Reposted by Juan A. H. Cánovas
Amini Allight @amini-allight.org · 12/04/2025
Everyone already probably knows about this but I just found it for the first time and wow, what an incredible resource: www.redblobgames.com/grids/hexago... #gamedev #indiedev
redblobgames.com
Red Blob Games: Hexagonal Grids
Amit's guide to math, algorithms, and code for hexagonal grids
1236 0
Reposted by Juan A. H. Cánovas
AMD GPUOpen @gpuopen.bsky.social · 09/04/2025
🧐 The AMD Device Library Extra (ADLX) SDK lets your apps access the display, monitoring, & GPU tuning of AMD systems. v1.4 adds: ✅ New interfaces to control, including video upscaling ✅ Simplified use in a system service application 💾 Download now: gpuopen.com/adlx/?utm_so...
gpuopen.com
AMD Device Library eXtra (ADLX) SDK
ADLX is a modern library designed to access features and functionality of AMD systems such as Display, 3D graphics, Performance Monitoring, GPU Tuning, and more.
091 0
Reposted by Juan A. H. Cánovas
Thierry CANTENOT @tcantenot.bsky.social · 20/02/2025
I wrote a followup post about memory arena and containers: tcantenot.github.io/posts/memory...
tcantenot.github.io
Memory Arena - Containers - Part 1
A programmer’s brain dump
062 0
Reposted by Juan A. H. Cánovas
MAK @makramd.bsky.social · 01/04/2025
Here are the Ray Tracing Presentations Ray Tracing in Snowdrop: Scene Representation and Custom BVH media.gdcvault.com/gdc2024/Slid... Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles media.gdcvault.com/gdc2024/Slid...
08723 0
Reposted by Juan A. H. Cánovas
Freya Holmér @freya.bsky.social · 01/04/2025
okay so - *why* is double cover in quaternion rotations considered by some a natural/physical/geometric truth about rotations? I know the dirac plate trick and the spinning cube with the ribbons, but these don't seem natural/inherent to rotations or SO(3) at all! isn't that just an SU(2) thing?
12693 0
Reposted by Juan A. H. Cánovas
Max Slater @thenumb.at · 29/03/2025
I'm working on a series of posts about Monte Carlo methods! The first (thenumb.at/Probability) is a review/overview of continuous probability, including random variables, distributions, expectation, variance, probability bounds, and the Dirac delta.
Interactive graphs showing the expected value and variance of a continuous random variable.
04110 0
Reposted by Juan A. H. Cánovas
Nikita Lisitsa @lisyarus.bsky.social · 16/03/2025
An unusual blog post today! I've long wanted to see some actual numerical estimates on how good importance sampling is at variance reduction in raytracing, and, failing to find anything like that in the literature, I've ended up deriving my own :) lisyarus.github.io/blog/posts/e...
lisyarus.github.io
Estimating variance reduction in importance sampling
17716 0
Reposted by Juan A. H. Cánovas
🐤 Joanna @jolexxa.bsky.social · 26/02/2025
😵‍💫 it's **finally** done! I'm introducing some high-level tools that you can leverage with just one line of code. It will automatically correct for the display scale and size things based on your theme size and the native resolution. Spare yourself the pain I went through 😭 #gamedev #indiedev #godot
chickensoft.games
Display Scaling in Godot 4 | Chickensoft — Open source tools for Godot and C#
Everything you shouldn't have to know about display scaling, including fixes, workarounds, tools, theme design, window sizes, and logical vs native resolutions.
315138 0
Reposted by Juan A. H. Cánovas
Brian Karis @briankaris.bsky.social · 25/02/2025
I found a nice approximation to the integral of projected areas of an SGGX: integral sqrt( w^T S w ) dw ~= pi * ( (1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) + (1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
24510 0
Reposted by Juan A. H. Cánovas
Doomski - Wishlist Project Timbre @doomskigames.com · 21/02/2025
I really like muted.io . Not exactly what you're asking for but a solid all-around practice tool. muted.io/chord-progre...
muted.io
Common Chord Progressions: Interactive Piano Chart | muted.io
Play a list of common and popular chord progressions on the piano and hear the sound of different progressions in any major or minor key.
0122 0
Reposted by Juan A. H. Cánovas
Kostas Anagnostou @kostasanagnostou.bsky.social · 26/02/2025
Vulkanised 2025 presentation recordings www.youtube.com/playlist?lis...
youtube.com
Vulkanised 2025 - YouTube
02512 0
Reposted by Juan A. H. Cánovas
Nikita Lisitsa @lisyarus.bsky.social · 27/02/2025
⚡️⚡️⚡️ Luminal Spaces v0.1 is out! This is the voxel + realtime global illumination toy I've been working on in the past few weeks. It's a fun little experimental project where you can build small voxel scenes and play with lights and shadows. Try it out for free here: lisyarus.itch.io/luminal-spaces
lisyarus.itch.io
Luminal Spaces v0.1 by lisyarus
Voxel+GI toy for playing with voxels and light interactions
48719 0
Reposted by Juan A. H. Cánovas
Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 19/02/2025
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
813135 0
Reposted by Juan A. H. Cánovas
Karl @hexaquo.at · 14/02/2025
I rarely see Fractal Texturing used anywhere but find it really useful. It makes a single texture look good at any distance, without getting pixelated or blurry and tiled, by interpolating between different scales of the same texture based on the depth. #gamedev #godot #godotengine
1133254 0
Reposted by Juan A. H. Cánovas
Have A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 18/01/2025
preview of the new blog post fpga.maisonikkoku.com/2025/01/18/t... If any of you have any complaints/suggestions/stuff you're unclear on, I am more than happy to rewrite. But calibrate your expectations as I'm basically using high school CS and linear algebra, and not anything novel/advanced/hard
fpga.maisonikkoku.com
Tile Distribution – FPGA GPU and Retro Console Blog
7273 0
Reposted by Juan A. H. Cánovas
Pekka Väänänen @pekkavaa.bsky.social · 19/01/2025
The final part of my "Demystifying the PVS" blog series is now out! In "Portal flow brings it all together" you'll find an illustrated step-by-step example of Quake's recursive portal clipping. Also touches on Doom 3's interesting super-fast PVS builder. 📜 30fps.net/pages/pvs-portal-flow
An example of how a Quake map's per-leaf visibility is computed as the union of per-portal visibilities.One step in clipping a portal sequence, shown as an annotated 2D diagram. The blue portal was clipped smaller to fit the visible volume through the red and green portals.A debug view. Some portals loaded in vis.py visualized in 3D via Matplotlib. Leaf indices are shown in dim grey between portals.
14613 0
Reposted by Juan A. H. Cánovas
Kostas Anagnostou @kostasanagnostou.bsky.social · 19/01/2025
The CUDA programming guide docs.nvidia.com/cuda/cuda-c-... is worth studying, even if you're not programming in CUDA. A lot of this knowledge is transferable to DX12/Vulkan compute shaders, especially the GPU architecture/best practices/performance guidelines parts.
docs.nvidia.com
CUDA C++ Programming Guide
The programming guide to the CUDA model and interface.
210611 0
Reposted by Juan A. H. Cánovas
Jeremy Laumon @jeremy.laumon.name · 19/01/2025
Interesting article about memory arenas!
0202 0
Reposted by Juan A. H. Cánovas
Christoph Peters @momentsingraphics.bsky.social · 19/12/2024
Do you want to learn path tracing? Two lectures that I held at TU Delft are on YouTube now! The 2nd is what I had in mind for part 3 of my path tracing workshop. No Shadertoy exercises this time, but an open source Vulkan path tracer 🥳. www.tudelft.nl/ewi/over-de-... www.youtube.com/watch?v=Uerw...
15212 0
Reposted by Juan A. H. Cánovas
Inigo Quilez @iquilezles.bsky.social · 14/01/2025
319030 0
Reposted by Juan A. H. Cánovas
Max Liani @maxliani.bsky.social · 10/01/2025
Who would be interested in reading a post about edges? I am not sure how often devs have to deal with mesh edges as an enumerable quantity. You may have topology, half edges, but if you need to select or operate on edge 27 in a mesh, which one is it? How do you efficiently build a table of edges?
7443 0
Reposted by Juan A. H. Cánovas
Xor @xordev.com · 12/01/2025
I wrote about anti-aliasing in shaders and how you can implement it! mini.gmshaders.com/p/antialiasing
18121 0
Reposted by Juan A. H. Cánovas
c0de517e.bsky.social @c0de517e.bsky.social · 04/01/2025
"Recollecting the history of offline rendering" graduated to a blog post! c0de517e.com/018_rthistor...
c0de517e.com
Recollecting the history of offline rendering.
Angelo Pesce's homepage & blog on computers, graphics and other things.
082 0
Reposted by Juan A. H. Cánovas
nicebyte @nicebyte.bsky.social · 03/01/2025
this post gives a nice recipe for controllable light attenuation (so it gets 0 intensity at given distance). it's for spherical lights, but adapts well to point lights as well, just throw out the radius term. imdoingitwrong.wordpress.com/2011/02/10/i...
imdoingitwrong.wordpress.com
Improved light attenuation
In my previous post, I talked about the attenuation curve for a spherical light source: $latex f_{att} = \frac{1}{(\frac{d}{r} + 1)^2} &s=2$ I had suggested applying a scale and bias to the res…
1397 0
Reposted by Juan A. H. Cánovas
Kostas Anagnostou @kostasanagnostou.bsky.social · 31/12/2024
Great way to expand one's graphics knowledge: Every day grab and read a random graphics paper from realtimerendering.com/random.html. Even if you struggle to get the specifics, read the abstract or skim over it to learn about its existence and get the gist of a graphics technique.
realtimerendering.com
Real-Time Rendering Bibliography - 4th Edition
38218 0
Reposted by Juan A. H. Cánovas
Aeva @midnightsisters.org · 31/12/2024
I wrote a GRAPHICS BLOG POST about how to MAKE TERRAIN out of SPLINES and SIMPLE MATH in Blender with Geometry Nodes! This technique is very powerful and easy to implement and there's lots of interesting ways to extend it. zone.dog/braindump/sp...
An example demonstrating the technique.  There are 10 splines shown deforming a subdivided plane into a mountain road.Another example of the technique, this time showing how it can be used to create roads.  A low number of splines (not shown) deforms another tessellated plane, this time into a grassy hill with trees and a lonely road.
108623 0
Reposted by Juan A. H. Cánovas
Xander Berten @hellcatpnext.bsky.social · 28/12/2024
First time implementing something from a Research Paper. At first it looked really scary but after rereading the paper a few times i got it. Here is my implementation of GTAO (Ground Truth Ambient Occlusion) I had a blast doing this and even got more interested in everything around radiology.
1312 0
Reposted by Juan A. H. Cánovas
Zombie Zi @majormcdoom.bsky.social · 28/12/2024
Made a custom Godot mesh type called NinePatchMesh, which lets you resize any 3D mesh as though it were a UI panel. Great for making 3D UI, picture frames, computer monitors, TVs, etc. You can find it here if you wanna use it: github.com/CozyCubeGame... #GodotEngine #gamedev
25896171 0
Reposted by Juan A. H. Cánovas
Omer Shapira @omershapira.com · 29/12/2024
Bomb shelter finds: 1992 book on VQ
1282 0
Reposted by Juan A. H. Cánovas
nicebyte @nicebyte.bsky.social · 29/12/2024
something I've been thinking about recently: could object-space shading be the key to mitigating artifacts from temporal techniques? accumulating data over time in "shade space" rather than camera frame that flails around. www.oxidegames.com/wp-content/u...
oxidegames.com
4153 0
Reposted by Juan A. H. Cánovas
Fotografen & Fotodesigner @photo-pool.bsky.social · 10/07/2024
How #Adobe spies on you by putting hidden data in your images. Wie Adobe Dich ausspioniert, indem es versteckte Daten in Deinen Bildern hinterlegt.
medium.com
Hidden data in your image files
If you had a chance to catch my Google IO talk : Image compression for Android Developers, then you’ll be familiar with this little friend…
3147 0
Reposted by Juan A. H. Cánovas
John Parsaie @parsaie.bsky.social · 25/12/2024
This live visualization of queued CPU/GPU/Present timelines in this Intel demo app is neat: www.intel.com/content/www/...
intel.com
Sample Application for Direct3D 12 Flip Model Swap Chains
D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points yo...
15711 0
Reposted by Juan A. H. Cánovas
Blur Busters @blurbusters.com · 24/12/2024
Open source code is now released forthe world's most accurate looking CRT simulation. It lets you simulate the electron beam of a 60Hz CRT tube on your 240Hz+ display, in real time, and looks better than BFI. blurbusters.com/crt-simulati...
blurbusters.com
CRT Simulation in a GPU Shader, Looks Better Than BFI
Who Is this for? CRT Enthusiasts, software & hardware developers, emulator authors, all of who wish to reduce display motion blur of 60 years of legacy 60fps 60Hz content with softer flicker than BFI....
13340100 0
Reposted by Juan A. H. Cánovas
Jendrik Illner @jendrikillner.bsky.social · 24/12/2024
Graphics Programming weekly - Issue 371 - December 21st, 2024 www.jendrikillner.com/post/graphic...
08218 0
Reposted by Juan A. H. Cánovas
John Parsaie @parsaie.bsky.social · 24/12/2024
Working on a D3D12 app for studying implementations of upscalers, AA, frame gen, presentation models, or anything else that can affect image clarity. Got a bit side tracked with adding a shadertoy input mode (GLSL -> SPIRV -> DXIL cross-compile chain). Will also add an OpenUSD viewer.
2254 0
Reposted by Juan A. H. Cánovas
Blur Busters @blurbusters.com · 23/12/2024
CRT simulator GPU shader coming December 24, 2024 on github & shadertoy! Genesis of CRT-simulation replacements in future, when used CRT tubes are near-extinct. Tomorrow's 240Hz, 480Hz & 1000Hz OLEDs can optionally faithfully simulate CRT electron beam for 60fps content.
21575143 0