eduameli
@eduameli.bsky.social
๐ค 24
๐ฅ 58
๐ 46
learning computer graphics
i think my software rasteriser is broken
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about 1 month ago
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reposted by
eduameli
mjp
about 2 months ago
Some fun with shader-based debug drawing: here I'm drawing an arrow for each path taken in the path tracer, starting with the pixel under the mouse cursor.
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reposted by
eduameli
Jake S. Del Mastro
2 months ago
It's finally here! I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase! No engine? No problem. We wrote our own! Thank you to all the talented people who participated!
youtu.be/e9qK6EtqB-Q?...
#indiegamedev
#graphicsprogramming
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GP-Direct 2025 - Graphics Programming Showcase
YouTube video by Graphics Programming
https://youtu.be/e9qK6EtqB-Q?si=akAKn27PV4aK4DxK
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reposted by
eduameli
Jake S. Del Mastro
3 months ago
I'm thrilled to announce that GP-Direct, the Internet's most exciting graphics showcase, is back and has received all clips for 2025! We will soon be releasing our final video just as soon as we finish editing. Here's last years video!
#indiegamedev
#graphics
www.youtube.com/watch?v=E07I...
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GP-Direct 2024 - Graphics Programming Showcase
YouTube video by Graphics Programming
https://www.youtube.com/watch?v=E07I1VRYlcg
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been working on the scene graph recently
#vulkan
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3 months ago
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reposted by
eduameli
Ruben Osorio
4 months ago
Hola again graphics peeps! ๐ I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! ๐ฑ
osor.io/text
Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more! I hope you enjoy it! ๐งก
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reposted by
eduameli
Hillsguy
4 months ago
Decided to check out how water is rendered in Counter-Strike 2. Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
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shader hot-reloading in
#vulkan
was easier than i expected hehe
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5 months ago
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reposted by
eduameli
Jake S. Del Mastro
6 months ago
Hey all, Have you ever been confused or frustrated by baking materials in blender? Well I wrote a guide to to help you out. Please check it out as well as the other blogs on graphics-programming.org
#blender3d
#tutorial
#indiegamedev
graphics-programming.org/blog/blender...
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The one true guide to baking materials in Blender | Graphics Programming Discord
How to get nice materials on low poly objects
https://graphics-programming.org/blog/blender-baking
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reposted by
eduameli
Kostas Anagnostou
6 months ago
Upsampling via Multisampling
filmicworlds.com/blog/upsampl...
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Upsampling via Multisampling
Can we use multisampling effectively for upsampling? This has been a question in the back of my mind for give or take 10+ years.
http://filmicworlds.com/blog/upsampling-via-multisampling/
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found this really cool series. i wanna study low-level stuff at some point... like graphics drivers.. make my own operating system... build a fpga gpu.. really cool stuff!!!
youtu.be/B8xHWwCuxKA?...
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Raw dogging linux graphics (DRM)
YouTube video by sphaerophoria
https://youtu.be/B8xHWwCuxKA?si=w0WaLckIP1t0gy3P
6 months ago
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im gonna cancel a lot of the "engine work" i was planning on doing in my
#vulkan
engine to make it presentable asap so i can work on other stuff to apply for internships in september. like timeline semaphore and slang is cool, but before and after is gonna be the same from the outside.
6 months ago
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ended up choosing the virtual geometry one. gonna have to learn a lot but looking forward to start implementing it this summer!
add a skeleton here at some point
6 months ago
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reposted by
eduameli
mjp
6 months ago
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...
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To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
https://therealmjp.github.io/posts/to-earlyz-or-not-to-earlyz/
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working parsing
#vulkan
spir-v to build my pipelines easier ๐ gonna keep it super simple. after this i probably wanna cleanup everything again and maybe add some new visual stuff ๐.. or improve perf. cause i made it worse accidentally ๐
8 months ago
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changed my
#vulkan
engine ui to use
#imgui
docking need to add a scene tree and better settings but it's low priority (im procrastinating)
8 months ago
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im refactoring how rendering is done in my
#vulkan
engine to re-add transparency. ill try to finish this weekend and then gonna add spirv reflection to simplify creating pipelines :) and remove all that ugly code
9 months ago
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it's been kinda hard working on the projects due to lack of motivation ... :(
9 months ago
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raytracer voxels raymarcher virtual geometry need to choose one for my 3rd year project ๐ค๐ค
9 months ago
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got a new charger ๐
add a skeleton here at some point
9 months ago
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i was so close to locking in but i forgot my charger at home so i physically can't ๐๐
9 months ago
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reposted by
eduameli
zim
10 months ago
I'll get back to my gamedev & graphics programming eventually
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need to lock in.. i haven't worked that much this last couple weeks. wip is compacting the indirect draw calls
10 months ago
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photogrammetry looks cool
11 months ago
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reposted by
eduameli
Arseny Kapoulkine
11 months ago
Impromptu stream! In 10 minutes we will work on improved materials and shadows in niagara :)
youtube.com/live/iZTUjRn...
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YouTube
Share your videos with friends, family, and the world
https://youtube.com/live/iZTUjRntMbM?feature=share
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im rlly close to indirect draw working... refactoring to have one big index buffer broke my shi but.. it was sort of working.. need to fix that n then change how I upload stuff .. im gonna keep it simple. big buffers but only one gltf at a time and changing it rebuilds so no fragmentation
11 months ago
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i fixed it!!! and i moved the material data to a buffer and it worked first try! (normally i have to crash out 3-4 business days before i can fix it)
add a skeleton here at some point
11 months ago
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my renderer is cooked ๐๐ wip draw indirect in
#vulkan
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11 months ago
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i got bindless working sort of now moving towards indirect draw :) ... first gotta sort out the global uniforms ... maybe i can get there in a week? naive impl. and then fix bloom shadows ssao.. watch some talk about boneless and improve?? idk.. next goal is indirect draw similar to vkguide
11 months ago
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i gave up
add a skeleton here at some point
11 months ago
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reposted by
eduameli
nicebyte
11 months ago
GPU Zen 3 is finally out! I had the honor to contribute to this edition by writing chapter 17, "Simple Automatic Resource Synchronization Method for Vulkan". Thanks to all the editors and
@wolfgangfengel.bsky.social
for keeping the tradition of these books around :-)
www.amazon.com/dp/B0DNXNM14K
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GPU Zen 3: Advanced Rendering Techniques
Amazon.com: GPU Zen 3: Advanced Rendering Techniques: 9798344236797: Engel, Wolfgang Friedrich, Reznikov, Laura, Kaplanyan, Anton S., Bazhenov, Kirill, Lopez, Nicolas, Sickachev, Peter, Bahnassi, Wessam: Books
https://www.amazon.com/dp/B0DNXNM14K
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im close to going bindless in my
#vulkan
renderer ๐ค๐ค first impl is gonna be pretty bad but at least it's bindless. probably gonna spend a couple days improving it n fixing the stuff it broke
11 months ago
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i can't get frustum culling to work... might crash out ngl
11 months ago
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im done with ssao for now.. tbh i need to fix performance and it looks like ass ๐๐ but im gonna change the renderer soon so icba rn.
#vulkan
#graphicsprogramming
11 months ago
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still working on ssao, gonna get the blurring step working..
11 months ago
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"hey guys just moved to bluesky"
11 months ago
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hiya i just joined, will be using this account to document progress in learning graphics programming, game development, and other personal projects! :)
11 months ago
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welcome to my profile
11 months ago
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you reached the end!!
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