c0de517e/AngeloPesce
@kenpex
he/him 🌞: Senior Director, Simulation. 🌚: Photography & Creative coding. Blog: c0de517e. My opinions are not my own. I DON'T tweet about ROBLOX.
Why nothing great is ever good c0de517e.blogspot.com/2017/10/the-cu… - Over-engineering is the root of all evil c0de517e.blogspot.com/2016/10/over-e…
Debut of the "links" feature on my blog! c0de517e.com/LINKS/00000.htm (story here: c0de517e.com/JOURNAL/log_00…)
It seems strangely not broadly known, but it is easy to antialias SDF Sphere Marching almost for free, from the distance at silhouette (see section3 of John Hart 1996 seminal paper academia.edu/156766/Sphere_… , but could be simpler) → #shadertoy demo: shadertoy.com/view/t333Dj
M$ got hate, but Embrace/Extend... respects the reality of switching costs. Many people creating yet another standard/language/etc to make things unified/portable are simply delusional. "Portability" - aka the cool thing everyone uses doesn't work in my (smaller) world.
This is a cool plugin, a great workflow - and a good puzzle for rendering ppl. You can have some fun trying to imagine how you'd do something to this effect - the fact that it needs deferred seems a good hint. IMHO it's not trivial and you might end up with different "solves"
It's a full system. As long as it's using deferred rendering it should work on stuff like switch and mobile.
Fun game - watch the first 30 secs and post your guess of what's going on here.
this video has brilliant demonstrations and explanations of weird bokeh & penumbra effects called ' blistering', which despite having implemented renderers with bokeh and blurry shadows many times, ive never understood before. great stuff! youtu.be/MuvuxHXLzls?si…
The papers session on Rendering is now available! youtu.be/Jj80CZ_1sMY #I3D2025
I keep trying to work on this and then getting distracted staring at it while waving my hand around. 1 million particles, 120fps, @threejs and webGPU/TSL
It would be great if ppl here did not amplify "ThreatInteractive". Frame analysis is always fun, but he's more wrong than right, and even wanting to forgive the arrogant tone - he uses quite bad tactics, so much so that r/FuckTAA "banned" him reddit.com/r/FuckTAA/comm…
Ok listen up. Binding Virtual Textures is slow because of security reasons. That's it. If you skip the security checks, it's actually blazing fast. But not real OS has that luxury. Consoles have that luxury.
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
Interesting. I feel like it would be worth explaining the math more here. Also -> c0de517e.blogspot.com/2016/02/downsa…
Some interesting new upscaling technique from the almighty Suslik shadertoy.com/view/MXjcWK
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm

Thanks for the vote of confidence, Kiaran!❤️ But I’ll add that it’s key to read not just programming books, but books on systems thinking, software engineering, finance and investing, business and business transformation, philosophy, fiction, etc. A small subset of mine:
The @pixarsrenderman team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read! diglib.eg.org/bitstreams/d42…
...and REAC 2025 is officially done! I've closed the registration. Slides/videos will appear on our website as soon as we can process them (typically a week or two). Meanwhile, you can enjoy our break music videos on our YT channel! THANK YOU! youtube.com/@renderingengi…
See you next week! enginearchitecture.org/2025.htm (Please share!)

the brightness slider is just made-up nonsense