Play around with our postprocessing demo here: https://antialiasing-and-postprocessing-zubcksz1o8daw.needle.run/?stats
Let us know if you spot any issues or got questions
Play around with our postprocessing demo here: https://antialiasing-and-postprocessing-zubcksz1o8daw.needle.run/?stats
Let us know if you spot any issues or got questions
Synthetic planet - omicron class
voxel world built and rendered in Avoyd editor
https://www.avoyd.com
The latest Avoyd Voxel Editor introduces customisable levels of optimisation for glTF export (previously best optimisation was always used), soft shadows in renders, new Minecraft blocks and improved VOX import/export.
More details about 0.27 features: https://www.enkisoftware.com/t/6313098610737152
Buy / Download Avoyd 0.27: https://www.enkisoftware.com/products
Very cool project that builds real-time path-traced rendering on top of #threejs
The README is worth a read, it's packed with interesting history about 3D rendering featuring many demos.
https://github.com/erichlof/THREE.js-PathTracing-Renderer #3D #rendering
1/15) Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #rendering
Top-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays.
Vello, https://github.com/linebender/vello.
Vello is a 2D graphics rendering engine written in Rust, with a focus on GPU compute. It can draw large 2D scenes with interactive or near-interactive performance, using `wgpu` for GPU access.
The more I learn about Vello, the more I'm fascinated by the number of state-of-the-art techniques that are used. It's so rich.
e.g. Fast GPU bounding boxes on tree-structured scenes, https://arxiv.org/abs/2205.11659
In the early 2000s, I wrote a script for 3ds Max to automate tasks of the V-Ray renderer. Very imaginatively, I named it The V-Ray Automator.
It was covered as one of the 100 best MaxScripts in the French Pixel magazine.
This Week in Game Engines #13! https://enginesdatabase.com/blog/this-week-in-game-engines-13/
This week we have a 001 Game Creator showcase, updates from Castle Engine, Armory3D and Unreal, plenty of game rendering articles, and much more!
#gamedev #unreal-engine #rendering
Happy to announce the 0.1.0 release of my Rust web framework!
**Ratzilla** — Build terminal-themed web applications.
Now supports WebGL2 and dynamically calling JS functions!
Built with Rust, WebAssembly & @ratatui_rs
REAC 2025 is live! #reac #graphics #rendering
My Svg.Skia library for #svg #rendering that uses #SkiaSharp #dotnet just hit 6 million #NuGet downloads https://www.nuget.org/profiles/wieslawsoltes
Blender is looking for people to join the team! Read our new job postings and get in touch - let's collaborate!
UX Designer | Dev Manager | Render and Graphics Engineers
#b3d #cganimation #rendering #uxdesign #jobs #apply
https://www.blender.org/jobs/
500 lines of pure x64 assembly.
Just to create a Vulkan instance.
No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers.
This is what low-level graphics looks like when you go all the way down.
Next up: surface and device creation.
Mathroom
A deviation from my usual voxel artwork, experimenting with realistic rendering and a fish-eye lens in MagicaVoxel, back in 2016.
More voxel art in the
Check this thread for game-themed voxel art:
#Raytracing #BVH traversal struggles on GPUs due to irregular control flow.
Our Locally-Subdivided Neural Intersection Function (LSNIF) is an ML-based alternative for optimized #rendering.
Join us at @i3d for our talk!
Fuck it, I'm building a Quartz Composer replacement. Nothing compares.