Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.

Joined July 2011
I've been validating the results of my Surfel Radiance Cascades, comparing it to ground-truth and using the white furnace test. I think I'm really close to GT now, attached are 2 images, one is GT, the other is SRC :)
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I've been busy working on the lighting for our factory survival game! I added a lot of pre/post processing: outlines, highlights, sparkles, etc. I've also been working on an implementation of Holographic Radiance Cascades for indirect lighting :) #gamedev #indiedev #indiegame
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If you'd like to follow our progress in an audio visual format, feel free to check out our youtube channel. This is where we post devlogs every now and then :) youtube.com/@pyritegames
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I've been improving the cone traced shadow quality using anisotropic occlusion. The idea is to store occlusion values for each of the four cardinal directions (-x, +x, -y, +y) in the 2D case. We interpolate those based on the cone direction. Here's a before and after image:
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And here's a little bonus screenshot I really liked :)
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Experimenting with cone tracing in our 2D pixel art game :) In this video I am using cone tracing to trace the soft shadows. (no GI *yet*)
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During the past week I dove back into Radiance Cascades, this time Holographic Radiance Cascades. It was really fun to again dive into this and make my own implementation of it, running entirely on my CPU. This demo contains no explicit light sources, only emissive pixels! :)
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We've used the voxel game-engine we build as a team of students to make a little diorama puzzle game :) This has been an very fun experience, building from the ground up, working together with designers and artists! Game: buas.itch.io/zentera Engine: youtu.be/uvLZn1X_R0Q
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The engine supports both PC and PS5 through a platform-agnostic render graph I wrote. It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean :) Code snippet showing the interface:
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A big optimization I worked on after my last post was making our voxelizer *lazy*. So, it only updates parts of the scene that changed. This made a huge difference for our performance and allowed us to push for larger level sizes! Below is a high-level drawing of how it works:
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The past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @ScarakLynn on our cone-traced lighting, and various graphics features! :)
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Here's a video showcasing the demo we created using the engine, to showcase our engine is capable of being used to make actual games! :D
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Here is a showcase of my voxel physics with destruction inspired by Teardown. I'm very happy with the state it's in currently.
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I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgi
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After working on the voxel destruction I'm happy to show my progress. I can break objects in any shape with working voxel physics in real-time.
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Graphics Programming weekly - Issue 376 - January 26th, 2025 jendrikillner.com/post/graph…
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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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I made substantial progress on my voxel physics. I will share my post on my implementation of voxel physic this Friday.
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Now I'm working on integrating a multi-level hash grid based on NVIDIA's SHARC and @h3r2tic's fork of kajiya. Here's a little sneak peak of the heatmap debug view :)
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I've been improving the Surfel Radiance Cascades since my last post, ironing out bugs one by one. It's starting to get difficult to see the difference between my ground truth renderer and the SRC one :) (in this rather low frequency scene, more high frequency tests coming soon)
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