Mr F
@guycalledfrank
Indie game developer, graphics programmer, occasional artist. Working on @fadedthegame and a GPU lightmapper (aka Bakery) to use with it. #NoWar ☮️
I guess it's time to update my pinned post. Hi, I'm Mr F. I work on Bakery, the GPU lightmapper: assetstore.unity.com/packages/tools… I also work on Faded, my game: Also other stuff: ndotl.wordpress.com/cv/ I'm against the war: ndotl.wordpress.com/2022/03/12/pos…
Basic trigonometric IK, but it's satisfying when it finally works. Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
CommandBuffer.CopyBuffer doesn't have an overload to copy part of the buffer to another part of the buffer. Why, @unity ? Don't tell me about platform limitations, there are virtually NO platforms which support gpu<>gpu copy and do not supoport a range copy.
Added de-ringing option to L2 light probes. Unlike Unity's "remove ringing" checkbox, this one is actually a slider you can tweak to remove less/more. At max value it gets almost close to L1, but seems to fix ringing/negative values completely. Oh, I also made L2 work for APV.



My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. youtube.com/watch?v=Kvsvd6…
I’ve been exploring physarum-style simulations on and off for a long time, and I finally wrote an article sharing the techniques I’ve been using. It ranges from the classic physarum algorithm to some of my own weird tricks. I hope you enjoy it! bleuje.com/physarum-expla…
I've implemented a Gaussian Splatting renderer in VRChat! It was tricky, but turned out to be feasible. I've also made a public gallery with 12 splats you can check out: vrchat.com/home/launch?wo… By the way the renderer is open source! github.com/MichaelMoroz/V…
10+ years exp graphical programmer(unity) looking for a job. Preferably remote (but other options are possible) Here is a link to my resume and projects in which I was involved: battleangelalita.github.io/cv/
With ambient-dices you can store radiance AND irradiance in the same probe volume #lookingforjob
Really cool approach for low cost stochastic local lights. My one question though: How are the point light shadows rendered into octahedral space? @JarkkoPFC @SebAaltonen linkedin.com/pulse/local-li…
🎙️ New podcast out now with @ObbeVermeij ! We dive into his work on the GTA Trilogy & IV, his thoughts on GTA VI, Rockstar’s culture, AI's potential effects on the industry, his indie @PlentifulGame & more... WATCH HERE➡️ youtu.be/AYcdZTGvIBs
for(float i,z,d,n;i++<1e2;o+=(cos(t+vec4(0,2,4,0))+9.-n*8.)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=7.;n=fract(.3*t+pow(fract(d*1e2),.1));p.y+=n*(n+n-3.)/.1+9.;d=length(p);z+=d=.3*length(vec3(d*.3-n*n*n,cos(n+atan(vec2(p.z,d),p.xy)*mat2(4,-3,3,4))*.3));}o=tanh(o/1e4);
Some interesting new upscaling technique from the almighty Suslik shadertoy.com/view/MXjcWK
"Phosphor" for(float i,z,d;i++<8e1;o+=(cos(d/.1+vec4(0,2,4,0))+1.)/d*z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=normalize(cos(vec3(4,2,0)+t-d*8.));p.z+=5.,a=a*dot(a,p)-cross(a,p);for(d=1.;d++<9.;)a+=sin(a*d+t).yzx/d;z+=d=.05*abs(length(p)-3.)+.04*abs(a.y);}o=tanh(o/1e4);
Hardware virtual textures look like a marvelous tool for large terrains or volume compression. Alas, they are in a sad state in terms of performance and usability. And strangely, the (very bad) binding perfs varies a lot with the driver. → read here: hal.science/hal-05138369
Nvidia's shader ISA, SASS, is not made available for HLSL shaders but it is for CUDA and is supported online in Compiler Explorer. This is an easy way to get a feel for what is happening under the hood during compilation using the SASS documentation docs.nvidia.com/cuda/cuda-bina…. 1/2