Profile avatar
pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
13 posts 409 followers 161 following
Prolific Poster

New blog post: developer.nvidia.com/blog/path-tr...

New blog post: developer.nvidia.com/blog/path-tr...

I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...

“Rendering Assassin’s Creed Shadows” slides are available on GDCVault. gdcvault.com/play/1035526...

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...

REAC 2025 talk details have been posted on the website! Register today - it's free! enginearchitecture.org/2025.htm If you can share this message, we'd appreciate it. Thanks, and see you soon!

I wrote a blog post about Blender, FBX, ufbx and similar pleasures of life: "Blender FBX importer via ufbx" aras-p.info/blog/2025/05... #blender

I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.

Small progress today: my GUI library system is partially working. Textures and picking are still missing though.

Graphics Programming weekly - Issue 389 - April 27th, 2025 www.jendrikillner.com/post/graphic...

Streaming tomorrow! At 11 AM PST (6 PM GMT) we will look into profiling and optimizing some things we should have probably done a while time ago :) youtube.com/live/qlxrRyR...

Our #GDC25 talk "Scale Up Ray Tracing in Games with RTX Mega Geometry" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...

Our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...

Really enjoying this old documentary on computer graphics youtu.be/W8-54-9J9ns

@blender3d.bsky.social's Vulkan project needs to validate if it can become an official supported backend (not experimental). Blender is requesting feedback on stability, features not working, and troublesome platforms. devtalk.blender.org/t/vulkan-fee...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you! therealmjp.github.io/posts/to-ear...

Happy #PorfolioDay! haven't done that in aaaages. My name is Magdalena Dadela, I'm a 3d character artist with modeling and texturing experience in games, film and cinematics. 📘https://mdadela.carrd.co/

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Reposts appreciated :) zeux.io/2025/03/31/m...

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...

New article on my Nanite-like renderer in Bevy engine! Get excited for Bevy 0.16 releasing soon! jms55.github.io/posts/2025-0... bevyengine.org

GDC is done... No better time than now to submit for REAC25! Also... it's the last week to do that ;)

"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built. If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more! www.youtube.com/watch?v=5wbp...

Dear ImGui 1.91.9 released github.com/ocornut/imgu... Many fixes & improvements on variety of topics (backends, tables, tab bars, input texts, scrollbars, multi-monitors, images, oem key mapping etc.)

meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression + even faster on Apple Silicon), improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for ...

I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...

From terrain generation and room layout design to low-level mesh manipulation, Karel Crombecq (@karelcrombecq.bsky.social) is coming to EPC2025 to share insights into the fantasy mapmaking tool Dungeon Alchemist! Don’t miss out and join us at #EPC2025! #everythingproc #ProcGen #GameDev

Alberto Marnetto reverse engineered Stunt Island 3D Engine to improve the Level of Detail: annali.netlify.app/2024/11/20/t... !

REAC 2025 has been announced! Call for submissions is not OPEN! Deadline is March 28th. Our submission process is simple, give it a try! Make a good case for your presentation and see you at REAC! enginearchitecture.org/2025.htm

New blog post: maxliani.wordpress.com/2025/03/01/m...

RenderDoc v1.37 is now available! This version contains primarily bugfixes after v1.36, but also includes some improvements and additional functionality support. Full release notes: github.com/baldurk/rend... Binary builds: renderdoc.org/builds

Vulkanised 2025 presentation recordings www.youtube.com/playlist?lis...

Graphics Programming weekly - Issue 380 - February 23rd, 2025 www.jendrikillner.com/post/graphic...

One way to commemorate the end of the third year of Russia’s senseless, criminal war against Ukraine is to read the work of Ukrainians about it. Vika did not live to see the publication of this book, since she was killed by a Russian missile. But we can see her in her words.

I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out! www.ludicon.com/castano/blog...

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

Moonlight #pixelart

This is a fantastic write up (with lots of live demos) of a whole slew of anti-aliasing techniques! blog.frost.kiwi/analytical-a...

A quick tiny post about Shadows in Anno 1800. It's not really a Game Art Trick, but a strong decision for good composition. 🌞 simonschreibt.de/gat/anno-180... #gamedev

I'll be back at GDC this year! I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah. Session: schedule.gdconf.com/session/path...

Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample...

The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄 gikster.dev/posts/Ocean-...

more Plasticity practice - a cute lil radio

Thanks for all the new follows! Nice to see this place so active. :) Most of my new stuff is under NDA, but here's a little tutorial on value control I did back in the day!

Flow was made entirely in Blender and rendered using EEVEE.