@froyok@mastodon.gamedev.place cover

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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bleuje , to random French
@bleuje@mastodon.social avatar
VrKomarov , to random
@VrKomarov@mastodon.gamedev.place avatar

Tested Nvidia Neural Radiance Cache in my path tracer. This is a very promising tech but I don't think I can use it now - it's just not robust and has too many hallucinations with color and intensity especially with high brightness and maxExpectedAverageRadianceValue doesn't help much.
https://www.youtube.com/watch?v=JzBRXqE8r5Q

aras , to random
@aras@mastodon.gamedev.place avatar

Oh cool, RGB9E5 render target format is coming to PC GPUs? I know that Apple GPUs could render to it for a number of years by now, nice to see wider adoption. Curious to see which GPUs exactly can do it. https://devblogs.microsoft.com/directx/agility-sdk-1-614-0/

TheodoreKim , to random
@TheodoreKim@mastodon.online avatar

Hey Graphics Folks, ever wonder who the “Phong” was that invented Phong shading?

Turns out his last name wasn’t Phong, that online picture of him isn't even him, and his death is connected to the U.S. military’s use of chemical weapons during the Vietnam War.

Dr. Oh, Dr. Tran, and I wrote about it here:
https://time.com/6974656/toy-story-vietnam-war/

mathowie , to random
@mathowie@xoxo.zone avatar

https://phanpy.social is a pretty incredible Mastodon client. Entirely web based, looks great on mobile and desktop, you can configure your shortcuts that appear above or below the river of news.

Some screenshots from my own account: good notifications page, different kinds of toots get a different status, plus Boosts are shown in their own carousel.

I've heard one developer made all this, it's pretty incredible.

Boosts are rolled up into a carousel of toots you can view with sideways scrolling
Threads are shown grouped together and single posts from threads are indicated as such.

BartWronski , (edited ) to random
@BartWronski@mastodon.gamedev.place avatar

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with @mattpharr @marcosalvi and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

BartWronski OP ,
@BartWronski@mastodon.gamedev.place avatar

"Everyone" knows blending and filtering do not commute with non-linear functions.
However, this is how texture filtering is taught and applied - we filter textures, then "shade" (apply non-linear functions). This introduces bias and error and often destroys the appearance. 2/N

BartWronski OP ,
@BartWronski@mastodon.gamedev.place avatar

We reviewed 40y of graphics literature and unify the theory to propose "filtering after shading".
To make it practical and fast, we realize it through stochastic filtering and propose unbiased Monte Carlo estimators, together with two families of low variance methods. 3/N

BartWronski OP ,
@BartWronski@mastodon.gamedev.place avatar

Many practitioners have used stochastic filters, but we generalize them, expand to negative lobe filters and infinite kernels, and propose an efficient way of sampling B-spline kernels.
We discuss the limitations of those techniques and cases where we do not recommend FAS. 4/N

BartWronski OP ,
@BartWronski@mastodon.gamedev.place avatar

I think it's time we change how we teach and approach filtering textures.
Curious?
Check our paper and presentation slides: https://research.nvidia.com/labs/rtr/publication/pharr2024stochtex/ .
We also made shadertoys demonstrating two families of stochastic techniques: https://www.shadertoy.com/view/clXXDs https://www.shadertoy.com/view/MfyXzV 6/6

demofox , to random
@demofox@mastodon.gamedev.place avatar

For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
I hope you enjoy it!
https://www.youtube.com/watch?v=tethAU66xaA

A slide showing how random numbers which are positively correlated on the screen give correlated resulting renders, uncorrelated random numbers give uncorrelated renders, and negative correlation random numbers give negatively correlated renders. Negatively correlated renders have the best perceptual quality, despite all three having the same actual error.

eniko , to random
@eniko@peoplemaking.games avatar

For my birthday, I'd really like it if my beloved fedi could spread word far and wide of Kitsune Tails. It's a platformer with a heartwarming story featuring queer main characters and personal discoveries in classic SMB3 style. You can find trailer, screenshots, and wishlist links here: https://kitsunegames.com/kitsunetails

It's coming out this year and the team and I have been working hard on it for several years now. Most of the team is queer in some form so by boosting you'd not only be making me happy on my birthday, but supporting a bunch of queer creators making queer art as well

yuzu kitsune tails, a purple haired fox girl, picks up samurai armor in a tower that's rapidly filling with lava. she jumps away from the rising lava and sticks her spear in the wall, doing a dashing twirl to get on top of it. she walks off the spear and into a new scene, fighting a ghost fox with armor and spear. it stabs and she jumps over, but is caught by a follow up stab. the ghost fox over extends and its ghostly powers wane, giving yuzu a chance to bop on its head

mirror2mask , to random
@mirror2mask@mastodon.gamedev.place avatar

Please join us virtually June 3 & 4 for Rendering Engine Architecture 2024 Conference to hear about the rendering systems used by production-proven projects at Remedy, Sony Santa Monica, 4A Games, Blizzard & EA | DICE . https://tinyurl.com/reac2024main
To register: https://tinyurl.com/reac2024

embyr , to random
@embyr@merveilles.town avatar

I really need to post here more often!

The Aurora Borealis was visible from the UK! I finally got to see it for the first time in my life 🖤

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menica , to random French
@menica@eldritch.cafe avatar

Aujourd'hui on apprend la génération procédurale d'étages d'un dungeon crawler (à la Binding of Isaac)

video/mp4

menica OP ,
@menica@eldritch.cafe avatar

A first demo of my game is available on itch !

All feedbacks are welcome :)

Play : https://menicafolden.itch.io/pastelle-2024-demo

In video : https://www.youtube.com/watch?v=5XeRs-KAqBY



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ocornut , to random
@ocornut@mastodon.gamedev.place avatar

dear imgui 1.90.6 released

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marcohayek , to random German
@marcohayek@mastodon.art avatar

e-on software: VUE and Plantfactory are now available free of charge and were considered the industry standard for creating environments and vegetation years ago. However, the products are no longer being developed and updates are no longer provided. I always found VUE too slow and ponderous, but those who enjoyed working with it can now do so for free.
https://de.bentley.com/software/e-on-software-free-downloads

ylegall , to random
@ylegall@genart.social avatar
simonschreibt , to random
@simonschreibt@mastodon.gamedev.place avatar
BartWronski , to random
@BartWronski@mastodon.gamedev.place avatar

Not many papers are so visually satisfying and beautiful as this one, using Diffusion generative model to create smoothly interpolated, spatially varying, correlated noise patterns of different classes: https://armanmaesumi.github.io/onenoise/

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mcc , to random
@mcc@mastodon.social avatar

Web traffic analytics company's new figures find that at the moment Windows 10's market share is continuing to go up while Windows 11's market share is actually going down https://www.neowin.net/news/windows-10-reaches-70-market-share-as-windows-11-keeps-declining/

demofox , to random
@demofox@mastodon.gamedev.place avatar

If you are a fan of blue noise in real time rendering, check out our paper at I3D, Thursday May 9th.
"FAST: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering"
Full I3D schedule here
https://i3dsymposium.org/2024/program.html

dolphin , to random
@dolphin@dolphin-emu.org avatar

The February, March, and April 2024 Dolphin Progress Report is live, and it's the tenth anniversary of the Progress Reports! To celebrate we've gone over the top, with videos, experimental browser features, a bunch of great changes, and the end of an era!

https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/

logloggames , to random
@logloggames@mastodon.gamedev.place avatar

Here's also our postmortem of 3 years of Rust gamedev, and why we're leaving Rust

https://loglog.games/blog/leaving-rust-gamedev/

froyok , to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

SheriffStone ,
@SheriffStone@graphics.social avatar

@froyok Just as another reference point, we've written an accurate analytic fit for the integrated FG term in MaterialX, allowing you to render energy-compensated GGX reflections without texture lookups.

Here's the analytic fit for the integrated FG term:
https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl#L108

And here's the method that leverages integrated FG to compute energy compensation for multi-scattered GGX reflections:

https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/pbrlib/genglsl/lib/mx_microfacet_specular.glsl#L195

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