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nelarius.bsky.social
Maps @ Mapbox 🗺️ | Ray tracing ✨ My rendering notes: https://nelari.us/ GitHub: https://github.com/nelarius
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I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p... Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social‬ and @angelortiz.bsky.social‬ for the help and encouragement

A different perspective of the cornell box ✨ #voxel #raytracing #rendering

Added Russian Roulette implementation to my #voxel renderer. Didn't really appreciate before -- it doesn't make the image better, it makes it quicker to render. Left/right: vanilla and russian roulette at 16 spp. Speedup with roulette is 1.5x. Impl from github.com/boksajak/ref... #raytracing

I've been trying to wrap my head around "next event estimation" in #raytracing. What exactly is it and how does it differ from the multiple importance sampling technique, presented e.g. here? lisyarus.github.io/blog/posts/m...

Continuing with #raytracing in my #voxel project. Integrated the Hosek-Wilkie sky model, with an adjustable solar radius. A really large sun disk makes it possible to test what the direct sun light contribution looks like in a simple brute-force renderer. #cprogramming

One of the nicest things about writing Metal shaders is the ability to share code between shaders and the C host program. Behold, a quick and dirty sampling distribution visualizer to check that points are correctly sampled & transformed. #raytracing #cpgrogramming

Had to work on a small bugbear, namely my #voxel project wasn't handling retina displays correctly. Before and after, the voxel grid and the text now look way better than before. Simple to implement for rendering, but the UI had to be scaled correctly. #cprogramming

Introduced a basic wavefront raytracer in my #voxel project. Even for a simple "weekend raytracer" renderer there is a performance improvement for larger bounce counts on a MacBook Air. Loosely based on: jacco.ompf2.com/2019/07/18/w... #raytracing #computergraphics

Basic raytracing up and running in my #voxel project. It's a simple monolithic GPU kernel, using the Metal #raytracing API. The method is straight from Ray Tracing in One Weekend. It's not exactly a real-time renderer, getting around ~10 FPS on an M2 chip in this scene 📽️ #computergraphics

Integrating github.com/nicbarker/clay into the #voxel project and going down a mild text rendering rabbit hole. #cprogramming

Progress on an undo-redo system. It's an unsophisticated system which takes full snapshots of the voxel grid, applying simple RLE on the data. Duration and compression ratio are visible in the inspector. #c #indiedev #voxel

The black and white editor grid got boring, so I added a darker color scheme with a gradient. #voxel #indiedev #computergraphics

I kept a detailed devlog on a path tracer that I implemented in #cpp using desktop #webgpu , from opening a blank window, to sampling with animated blue noise: nelari.us/post/pathtra... Detailed notes are great, I sometimes still refer to them myself. #raytracing #computergraphics

The voxel editor project continues to expand -- this time the grid expanded to a side length of 128 (I know, not yet a very impressive size...). The voxel ruler planes are now oriented to make it easier to see when zoomed out. #voxel #indiedev #computergraphics

Got a much nicer grid line algorithm working, which can also be easily applied to the voxel mesh itself. Based on iquilezles.org/articles/fil... with a small modification to make the lines symmetric on the voxels. #voxel #indiedev #computergraphics

Header include order matters! Moved all local files to the top and found a number of incorrect forward declarations and missing includes. Luckily this can all be enforced by clang-format 💆 #programming #c #cpp

Yet another voxel editor, with single voxel and box editing #voxel #indiedev

Hello, world! Here is a single cube rendered with #raytracing and blue noise 🟦