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georgi-nikolov.com
graphics programmer https://georgi-nikolov.com
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I ran 25km through Berlin today for a third year in a row 🏃🍻

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

"Portal box into the Sponzas" Add simple portals to a path tracer: on ray hit on a triangle marked as a portal, multiply the ray origin by the inverse transform matrix of the portal object & multiply by the transform matrix of the destination portal. Same for direction but clear the translation.

⚠️Replicube is now available on Steam!⚠️ Please tell all your nerdy friends about my little programming game/toy about coding voxel objects with Lua in a fake retro OS with excessive social features 😅 s.team/a/3401490/

I have been going through this book for the past 2 weeks and it’s fantastic. The indirect rendering chapters alone are well worth the price.

somebody is selling a Virtual Boy of all things in my local supermarket

Shenmue has apparently been nominated as the most influential game of all time by BAFTA! Ever since playing it as a teenager it has always held a special place in my heart. Its effects like motion blur when kicking etc. was part of the reason I went into graphics programming. ❤️

Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload

👀 ListFormatter and the formatted method on Sequences are such forgotten APIs that are incredibly useful! 💪 You can combine sequences into localized and natural strings with a single method and no custom (fragile 😅) logic.

WebGPU/WebXR integration is ready for developers to start testing in Chrome canary! Available on Windows and Android with a couple of small example pages to get you started. Please give it a try, file bugs, and give us feedback! #WebGPU #WebXR

👋 from the Swift team, now on Bluesky!

Apparently WebXR does not support WebGPU just yet :( Scrapping a week of work and going back to WebGL it is then

time to play some #dreamcast

This has been almost 2 years in the making… Scenery – The XR Creation Suite 🪄 Launching February 13th. @scenery-app.bsky.social

Making your own game engine be like

As we are entering the Year of the Snake, check out my Classic Snake written entirely in WebAssembly! gnikoloff.github.io/wasm-snake/

A project I did last year that perhaps did not make the BlueSky rounds: Realtime path tracing via WebGPU compute shaders gnikoloff.github.io/webgpu-raytr...

Over the long weekend I managed to get Godot 4.4 running on the Vision Pro using the brand-new Metal rendering pipeline!!! Right now, it’s rendering only. Next steps Head/Hands tracking. #GodotEngine #AppleVisionPro #gamedev

My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that. momentsingraphics.de/Radiometry2P...

A few months ago I put everything I've learned about developing graphics for Apple Vision using the Metal rendering API into an article. It covers foveation, vertex amplification, stereoscoping rendering and more. github.com/gnikoloff/dr...

Check out my latest WebGPU tech demo showcasing 400+ dynamic light sources, screen space reflections and more! gnikoloff.github.io/webgpu-sponz... Wrote a frame render analysis article to go with it as well: georgi-nikolov.com/blog/webgpu-...

I really want to phase out of X and a bunch of interesting people are not there anymore. Let‘s see how this goes.