Graphics & Tools programmer - https://xitter.cf/t.co/zJRl1ZpNCl - Trapped in a signed distance field.

Barcelona
Joined February 2013
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.
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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/
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David Gallardo retweeted
2-Pass Disk Blur: shadertoy.com/view/tcjcR1
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Graphics Programming weekly - Issue 388 - April 20th, 2025 jendrikillner.com/post/graph…
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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/
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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)
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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…
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David Gallardo retweeted
FLCL (2000)
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One of the things I hate the most about game dev :(
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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…
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David Gallardo retweeted
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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)
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David Gallardo retweeted
Unit tests are a mental constructs 😩 #hopelesscore
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David Gallardo retweeted
vibes oriented programming
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Anatomy of a water drop drawing
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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!
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David Gallardo retweeted
Amazing article about smooth minimum functions by iq iquilezles.org/articles/smin…
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"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
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Solo hoy puedes compartir
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