#graphicsProgramming Etiketinde En Popüler Paylaşımlar
Chess in the PhasmaEngine editor, shaded with MaterialX OpenPBR. Materials run on a visibility buffer, in a forward pass, and in ray-traced hit groups. Each .mtlx document compiles to its own Slang shader. This scene and more are in PhasmaProjects. #GraphicsProgramming #Vulkan

wip ground surface rendering
custom game engine
#gameengine #indiedev #screenshotsaturday #graphicsprogramming
Additional detail:
Their paper mentions that this kind of self-bounce approximation was also independently derived at Geomerics:
https://t.co/rhIJgjNxLo
#gamedev #rendering #lightmap #GraphicsProgramming #RealTimeRendering
I want to talk about a paper that delves deeper into the topic of directional lightmap encoding at Activision:
"Directional Lightmap Encoding Insights"
Download link: https://t.co/L0rhhWUMkl
#gamedev #rendering #lightmap #GraphicsProgramming #RealTimeRendering
Day 3 of robotics simulator from scratch.
Top right is an event-based / neuromorphic render,
Euler angles are out, quaternions are in.
Next up: robot description parser and joints.
#opengl #robotics #physics #neuromorphic #cpp #graphicsprogramming #simulation
Slides and papers from 21 years of SIGGRAPH’s Advances in Real-Time Rendering in Games course, 2006–2026.
Real-world techniques from the game and graphics community.
Google Drive: https://t.co/EaOnm6ZBL4
#SIGGRAPH #RealTimeRendering #GraphicsProgramming
Testing new color correction system, material roughness, ambient occlusion, and foliage shadows in our project #keeper running on v0.51 of Dreams Engine.
#GameDev #GraphicsProgramming #IndieDev #Rust #DevBuild #ComingSoon

Implemented Volumetric light scattering, improved post-processing, upgraded classic 1975 Phong shading model to custom hybrid version, better surface properties and added cascaded shadow maps to my OpenGL 3.3 engine.
#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming

A Survival Crisis Z meets Hotline Miami experiment that shows how modern effects can make even placeholder pixel art sprites come alive.
Left - unlit
Right - lit with radiance cascades
#pixelart #graphicsprogramming #indiegamedev #radiancecascades

@CppDepend ran a deep static-analysis pass on OGRE and called it "a masterclass in object-oriented C++ architecture."
20+ years on, the architecture still holds up. 💪
https://t.co/CZ8tpH5OqL
#gamedev #cpp #Ogre3D #GraphicsProgramming
Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built 2010 graphics API with custom hybrid lighting model.
The results speak for themselves!
#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang

WIP update on my dynamic GI system. GDF-driven software #DDGI.
Hopefully soon on #Fab and my project. Its been a wild ride. Much more coming soon!
#gamedev #graphicsprogramming #realtimeGI #UE5

Occlusion mapping - BG3 approach to showing characters that would otherwise become obscured by scenery. Still needs some tunning but hey- it's something. Also- first version of visual dialogue added...
#GameDev #IndieGame #OcclusionMapping #DevUpdate #GraphicsProgramming


built a ray tracer from scratch in C++
→ real light physics (diffuse, reflection, refraction)
→ BVH acceleration
→ glass, metal, matte materials
→ depth of field
→ 5 scenes
no libraries. just math.
@basit_ayantunde
#CPlusPlus #RayTracing #GraphicsProgramming
Image shows mip levels: green is mip 0, yellow 1 and blue 2.
Sparse residency is still not complete (the backing pool is overallocating) but sparse bind can reference different VkDeviceMemory allocations so it is straightfoward.
#Vulkan #GraphicsProgramming #RealTimeRendering
🚀 Ogre 14.6.0 is out!
⚡ Clustered light culling
🛠️ Gizmo widgets in OgreBites
🌈 HDR display support
🦴 Root motion sample
🍎 Vulkan on macOS
🐛 OSS-Fuzz hardening
All 14.x users should update 👇
https://t.co/Y3T1woGwDW
#Ogre3D #GameDev #OpenSource #GraphicsProgramming

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