David Gallardo retweeted
I've found this cute approximation for arctan(x). I'm not suggesting you should use it, all I'm saying is it's cute.
David Gallardo retweeted
Demo of bilinear interpolation of SDF samples:
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
David Gallardo retweeted
2-Pass Disk Blur: shadertoy.com/view/tcjcR1
David Gallardo retweeted
Graphics Programming weekly - Issue 388 - April 20th, 2025 jendrikillner.com/post/graph…
David Gallardo retweeted
I'm excited to share our latest paper (work with Matt Pharr and @inversepixel ), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025.
arxiv.org/abs/2504.05562
research.nvidia.com/labs/rtr… 1/
David Gallardo retweeted
Published a WIP 'dynamic_fonts' branch to receive feedback. This should evolve and stabilize toward a 1.92 release (in 1-2 months): github.com/ocornut/imgui/iss…
(Published code in this branch includes font scaling but not style/general scaling yet. Still working on that)
David Gallardo retweeted
Daniel Tapia shared a cool experimental mechanic in his UE5-powered sandbox racing game Carbox, where the city builds itself right before the driver's eyes.
Details: 80.lv/articles/watch-city-bu…
David Gallardo retweeted
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-mainten…
David Gallardo retweeted
I'm very happy to announce that our paper "Don't Splat your Gaussians: Volumetric Primitives for Rendering Scattering and Emissive Media" (tinyurl.com/GaussVol) was finally accepted to ACM Transactions on Graphics last month! We will present it at SIGGRAPH 2025
🧵🧵🧵 (1/11)
David Gallardo retweeted
Started my own version of the Dragon ball sparkling zero super speed effect.
I think they used a separate mesh for it, but I am doing it differently. I'll keep adding to it!
David Gallardo retweeted
Amazing article about smooth minimum functions by iq
iquilezles.org/articles/smin…
David Gallardo retweeted
"Deep and Fast Approximate OIT" performs one geometry pass to extract 4 per pixel features from the transparent scene and a screen space pass to feed them into an 2 hidden layer MLP to calculate the approximate OIT colour: onlinelibrary.wiley.com/doi/… shaders github.com/gtsopus/DFA
David Gallardo retweeted
Graphics Studies Compilation
adriancourreges.com/blog/202…





























