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yum-food.bsky.social

@yum-food.bsky.social
28 followers 31 following 58 posts

turn the pixels on and back off again

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yum-food.bsky.social @yum-food.bsky.social · 09/09/2026
over the last 6 weeks i've been developing a scalar FFT implementation in rust, and today it finally exceeded the performance of rustfft! i wrote an article going step-by-step from DFT to a highly optimized FFT: yummers.dev/a-fast-cpu-f... caveats: AVX/SSE off, input sizes 256, 512, 1024, 4096
yummers.dev
a fast CPU FFT
Deriving a fast scalar FFT implementation.
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yum-food.bsky.social @yum-food.bsky.social · 05/09/2026
wow, you can actually pinpoint the moment when scrapers started absolutely buttfucking my webserver
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yum-food.bsky.social @yum-food.bsky.social · 25/08/2026
switching to linux after years on windows is like leaving a cult. i forgot what it felt like to use software that isn't constantly abusing me. the computer does what i want it to and stays out of my way. i really hope the mainstream operating systems pick up on this. (i know they won't.)
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yum-food.bsky.social @yum-food.bsky.social · 19/08/2026
after a week of careful optimization and analysis, my fft implementation is 3x slower than the rust reference implementation. but hey, at least it's also less accurate!
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yum-food.bsky.social @yum-food.bsky.social · 15/07/2026
my toy engine is finally drawing pixels <3 - 1447 lines of code - 61 commits - 5 weeks from first commit - first rust project - first "low level" graphics project (wgpu)
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yum-food.bsky.social @yum-food.bsky.social · 31/05/2026
I got this fun message accusing me of scraping when I tried to access commits on GitHub. For trying to access git commits. On. Git. Hub. I think I’ll take that hour and move my repos off of GitHub. (But hey, they’re almost up to two nines on the uptime tracker!)
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yum-food.bsky.social @yum-food.bsky.social · 30/03/2026
broken hash function
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yum-food.bsky.social @yum-food.bsky.social · 26/02/2026
my uber shader will be perfect after one more ground-up rewrite. for real this time.
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yum-food.bsky.social @yum-food.bsky.social · 16/02/2026
happy accidents
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yum-food.bsky.social @yum-food.bsky.social · 12/02/2026
Looking up through the bottom :) Underwater volume rendering soon (tm)
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yum-food.bsky.social @yum-food.bsky.social · 10/02/2026
screen-space refraction :D 3x 1-meter steps with linear interpolation between last two samples upon overshoot. #unity3d
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yum-food.bsky.social @yum-food.bsky.social · 01/02/2026
revisiting fft water. I finally reined in aliasing by smoothstepping out cascades based on their minimum feature size. #vrchat #unity3d
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yum-food.bsky.social @yum-food.bsky.social · 30/01/2026
behold: a chair - make high poly model with array+curve - unwrap, bake ao @ 4k - make low poly bounding box - bake diffuse & normal with selected to active @ 2k 3k tris at the end. #blender3d
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yum-food.bsky.social @yum-food.bsky.social · 28/01/2026
why is my laptop burning my thighs #blender3d
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yum-food.bsky.social @yum-food.bsky.social · 14/01/2026
day 1 roughing out hemi octrahedral impostors based on ryan brucks’ blog post. Very bad popping, unlit, no depth or normals. For the life of me I can’t figure out the parallax correction he does….
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yum-food.bsky.social @yum-food.bsky.social · 13/01/2026
TIL about octahedral mapping - a method to convert between a flat plane and a (lightly distorted) sphere or hemisphere without any trig operators. Mocked up with my overengineered autodiff vertex deformation framework. #unity3d #shaders
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yum-food.bsky.social @yum-food.bsky.social · 12/01/2026
screwing with grass. no sway or impostors yet. 40k instances, 125 blades of grass per instance, 10 triangles per blade. the only clever bit is caching. as the player moves, you compute new grid cells. do not even iterate over old cells - it's too slow. #unity3d
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yum-food.bsky.social @yum-food.bsky.social · 03/01/2026
first end to end proof-of-concept of a vertex deformation animation system i'm working on. the shader has 16 slots for deformation operators. it uses dynamic branching to dispatch each operator. the beauty is that the operators can be dynamically reordered and duplicated. #unity3d
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yum-food.bsky.social @yum-food.bsky.social · 18/12/2025
fucking finally the "undo" steps are actually independent operators. i'm not just, like, moving t back to 0. i can put this on a torus mesh, unwrap into to cartesian space, apply deformations, then re-wrap to toroidal space. fallback shaders see a torus. full shaders see a ~fancy~ torus
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yum-food.bsky.social @yum-food.bsky.social · 17/12/2025
vertex deformation shaders are a vicious linear algebra skill check
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yum-food.bsky.social @yum-food.bsky.social · 21/11/2025
how much rust do you have to write before you’re compelled to describe every project as blazing fast 🔥🚀
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yum-food.bsky.social @yum-food.bsky.social · 21/11/2025
blender 4.5 nodes to create a truss. it samples a pair of curves and connects corresponding sample points with a cylinder. #blender3d
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yum-food.bsky.social @yum-food.bsky.social · 03/11/2025
i think ray marching on a deformed surface is completely ironed out now! specular is pointing the right way, it doesn't fall apart with extreme deformations, and i can chain together several deformations. #unity3d #simulation
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yum-food.bsky.social @yum-food.bsky.social · 02/11/2025
generalized norm mapping c:
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yum-food.bsky.social @yum-food.bsky.social · 01/11/2025
i finally got this ~working: ray marching on a deformed surface. ray marching requires a euclidean distance metric to converge quickly. the idea here is to deform the surface (ro) and the incident vector (rd) using the deformation's jacobian. the march then runs in a locally linear space. #unity3d
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yum-food.bsky.social @yum-food.bsky.social · 12/10/2025
using nvidia's slang language + compiler to automatically differentiate a vertex deformation shader. this lets me completely skip the process of manually computing the jacobian of a vertex deformation. analytic normals without any of the legwork! #Unity3D
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yum-food.bsky.social @yum-food.bsky.social · 29/09/2025
I ported my water spectrum code to C# and made an automated build script. Spectrum generation, FFT pipeline setup, and hooking into the surface shader is all automated now. The number of cascades, their scale, and all physical parameters are now configured in one panel. #unity3d #simulation
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yum-food.bsky.social @yum-food.bsky.social · 23/09/2025
I added physically accurate viscosity term to my water sim. Cold ocean water typically has a viscosity around ~0.077-0.079 N/m. This video shows 0 N/m, 1 N/m, then 50 N/m. #Unity3d #simulation
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yum-food.bsky.social @yum-food.bsky.social · 15/09/2025
NSFW/WIP. I'm really pleased with how the topology turned out on this asset I'm working on. I drew the seams with the grease pencil, then made a topology around them. Making all the structures for a base to deform well, while also adhering to the seam design, is a fun challenge.
Front view of a 3D model showcasing topology.Rear view of a 3D model showcasing topology.
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yum-food.bsky.social @yum-food.bsky.social · 18/08/2025
hand retopology study :) I'm getting a little better at the islanding workflow. the goals were to have nice edge flow around seams, holding edges on all major features, and 100% quads. two 6-poles snuck in, unfortunately.
Wrinkly sleeve topology.Saggy rear of jacket topology.6-pole on front of jacket, causing artifacts with normals.
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yum-food.bsky.social @yum-food.bsky.social · 10/08/2025
messing with hypotrochoids again :) multiplying radius by theta gives interesting results #Unity3d
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yum-food.bsky.social @yum-food.bsky.social · 09/08/2025
Cloth! I added a cloth lobe using Estevez et. al. "Production Friendly Microfacet Sheen BRDF." I also wrote a little monte carlo integrator to bake energy compensation textures for image-based lighting. #Unity3d
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yum-food.bsky.social @yum-food.bsky.social · 08/08/2025
i added clearcoat to my brdf today! #Unity3d
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yum-food.bsky.social @yum-food.bsky.social · 04/08/2025
more work on the fft water :) - 4 cascades - sea foam - view dependent subsurface scattering approximation - distance based tessellation and proper culling - new purpose-built brdf ~1.5ms on the gpu. #unity3d #vrchat
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yum-food.bsky.social @yum-food.bsky.social · 31/07/2025
fft water wip :) all heavy lifting is done on the GPU. I'll chase down bugs with the normals before adding cascades and water-specific lighting effects. #unity3d #vrchat
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