#Raytracing #BVH traversal struggles on GPUs due to irregular control flow.

#Raytracing #BVH traversal struggles on GPUs due to irregular control flow.
Un soggiorno simmetrico, disegnato per comunicare equilibrio.
Questo render è un esercizio di composizione visiva dove luce, materia e disposizione si incontrano per raccontare lo spazio.
SSD1306 display drivers and font rendering
Lessons on How to Draw by Hokusai via Kottke [Shared]
In 1812, Japanese woodblock print artist Katsushika Hokusai, who would later become famous for his iconic Great Wave off Kanagawa prints, published a three-volume series called Quick Lessons in Simplified Drawing. All three volumes are available online: one, two, three. Even if you’re not in the market for drawing lessons, the pages are wonderful to flip through.
https://welchwrite.com/blog/2025/04/06/lessons-on-how-to-draw-by-hokusaivia-kottke-shared/
#art #drawing #education #rendering #lessons #Hokusai #artist #shared #books
#OpenEXR best practices
- Real-Time Playback/Compositing: Use B44/B44A or DWA for faster I/O .
- CGI/Rendered Content: ZIP (lossless) or PIZ (smaller files) .
- Texture Maps: ZIP for fast access .
- Layered EXRs: ZIPS for scanline efficiency .
- Avoid Lossy Compression for non-color data (e.g., normals, depth). #exr #vfx #rendering #b3d #CGI
The recently created environmental maps has given me the opportunity to learn new things, and I am working on another series where I aim to implement fresh ideas. This is a new Studio map tested with a car model in #Blender. #b3d #hdri #rendering
Combined my new Godot Vulkan shader for dithered and posterized lighting with Godot GLES2 dithered alpha shader. Looks quite neat even without finetuning.
I've generated many #hdri environments maps and soon I will release all for free, are simple and maybe useful for product visualization and check of surfaces. #b3d #Rendering #CAD
I continuously update the database at https://api.physicallybased.info and the website at https://physicallybased.info
Some of the recent updates include:
- New materials
- New cameras (now also with resolutions)
- New light sources
- More accurate complex IOR values for metals
- Nicer display of references, with more info
- Started work on API v2
Updated my old Occlusion article because I saw this "custom" AO by placing meshes and a simple texture in addition to the SSAO ins Sims 4: https://simonschreibt.de/gat/deus-ex-occlusion/#update2
#gamedev #techart #rendering #thesims
The sparkles on water are Sims 4 is NOT part of the water shader but a glittery particle system on top. I noticed it since I encountered a small issue where the water is culled incorrectly. Had to add it as update to my old "Scribble Cel" article: https://simonschreibt.de/gat/scribble-cel/#update2
#gamedev #techart #rendering #realtimevfx
Looking at game rendering with profilers is sometimes very entertaining. :)
#gamedev #techart #rendering