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Tomasz Dobrowolski
@tomdobro
3d software developer
Berlin / Munich
Joined January 2008
60
Following
244
Followers
39
Posts
Tomasz Dobrowolski
@tomdobro
about 1 month ago
@KK_DMA
Fun looking game, especially voxel destruction, congrats!
Tomasz Dobrowolski
@tomdobro
over 2 years ago
The project is not dead. The progress is just awfully slow. I still hope to find more time for this.
Tomasz Dobrowolski
@tomdobro
over 5 years ago
You can circle the wormhole indefinitely without ever entering it. Unveiling my experimental game project at https://t.co/rg9bxUOvmM
#ProjectManifold
#NonEuclidean
#Wormhole
tomdobro's tweet video.
Tomasz Dobrowolski
@tomdobro
over 2 years ago
The result of my weekend woodworking project: puzzle for packing 17 equal squares into the smallest possible square.
tomdobro's tweet gif.
Who to follow
Shawn Whiting
@ShawnCWhiting
Building something new. Previously Rec Room, Pluto, Convrge (YC Fellowship). Go Hokies! π¦ Organizer https://t.co/Um3zIuZUgl (June 9th!)
Florian Hoenig
@rianflo
Building a real-time SDF+AI creative tools @unbound_io with @andreintg. πΊπΈπ¦πΉπ¦- @speedrun SR004
Mirko
@Mirko_Salm
Graphics programmer. Tech artist. (he/him) ππ πβ€οΈπ€π€ πππ€ππ π€π€
Tomasz Dobrowolski
@tomdobro
over 5 years ago
Flying through a wormhole to a strange non-Euclidean universe... More at https://t.co/rg9bxUOvmM
tomdobro's tweet video.
Tomasz Dobrowolski
@tomdobro
over 5 years ago
Unveiling my hobby project exploring non-Euclidean geometry with wormholes: https://t.co/rg9bxUOvmM
Tomasz Dobrowolski
@tomdobro
over 5 years ago
Unveiling my hobby project exploring non-Euclidean geometry with wormholes: https://t.co/rg9bxUOvmM
tomdobro
Β retweeted
Voxon
@voxonphotonics
over 7 years ago
Latest video.... 3d volumetric gaming at the Tokyo Game Show :) https://t.co/gbcb5kN8fM
Tomasz Dobrowolski
@tomdobro
about 9 years ago
@ephtracy
looks like some fast approx., why grid? what is the degree of the curve? :)
Tomasz Dobrowolski
@tomdobro
over 9 years ago
@cupe_cupe I've implemented it once in 2005/2006 while working on https://t.co/lvQ27rQybE. It worked well, with rare start/end ambiguities.
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@nnnnoby
Thanks man! Definitely now, I have much bigger respect for other people's research in the field.
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
Fast approximation used for PBR template https://t.co/bxMVEZ0FS9 Nothing unusual, just my own version, hopefully not horribly inaccurate!
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
The "homework" I did for PBR. Started with GGX distribution and reference integration (UE4-style) just to turn it later into dirty approx;)
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
"Rocks on the beach" volumetric shader, close-up https://t.co/1rEN6bvBgr
#webgl
#webgl2
@polycu_be
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
Having fun with precalc.procedural distance fields and physically-based materials
@polycu_be
https://t.co/TO427m5U3h https://t.co/CDQUWWHstV
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@ephtracy
2d example: cyan = gradient descent for unlimited domain, yellow = finding closest point inside unit box
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@ephtracy
that was fast:) looks good! BTW my use case is surface inside unit box - search along boundaries is a bit more tricky to handle
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@ephtracy
please:)I start from known zeros at edges,but maybe gradient-descent first (your way) is sufficent not to miss closest...will try!
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
Finding closest point to bilinear/trilinear level set... https://t.co/kFSY6mTvRZ
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@ephtracy
wow,what a coincidence! lately,I worked on very the same problem, 2d&3d https://t.co/WprPfzYHQD
@polycu_be
Tomasz Dobrowolski
@tomdobro
almost 10 years ago
@ephtracy
wow,what a coincidence! lately,I worked on very the same problem, 2d&3d https://t.co/WprPfzYHQD
@polycu_be
Tomasz Dobrowolski
@tomdobro
about 10 years ago
Playing with procedural rocks, baked into 3d texture, 256^3 SDF, ray-marching at 60FPS+ through it with soft-shadows
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