
Rendering Engineer @EpicGames/@sketchfab @pplux@mastodon.gamedev.place
Valencia
Joined June 2008
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After some late night coding nights I finally released px_render.h
Single Header backend renderer (multithreaded, command based, render agnostic)
github.com/pplux/px
Heavily inspired by bgfx (@bkaradzic) and sokol_gfx (@FlohOfWoe )
Jose L. Hidalgo retweeted
Remesher has an online demo; I use it for development and testing so I haven't spent much time on polish :) This is remesh → simplify → unwrap → retexture from release notes, unwrapping powered by xatlas and retexture powered by three-mesh-bvh ❤️
meshoptimizer.org/demo/remes…
2/2
Jose L. Hidalgo retweeted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated!
Project started 10 years ago; excited for the years to come!
github.com/zeux/meshoptimize…
Jose L. Hidalgo retweeted
I wrote a thing...
"10 years of Dear ImGui" (long post) 🎉
github.com/ocornut/imgui/iss…
I tried @WebGPU on native a couple of years ago, and needed to refresh it a bit, so I built a minimal tiny example:
github.com/pplux/minimal-wgp…
It uses @FlohOfWoe amazing sokol_app for the window and github.com/gfx-rs/wgpu-nativ… for the backend.
Jose L. Hidalgo retweeted
dear imgui 1.90.1 released
github.com/ocornut/imgui/rel…
30+ fixes/improvements & new debug break tools
Jose L. Hidalgo retweeted
To all my friends at Mediatonic, I’m extremely heartbroken and overwhelmed by the news. At 2K we’re currently hiring for some roles so please DM me.
(1/2)
Jose L. Hidalgo retweeted
Bent Normals for Signed Distance Field
shadertoy.com/view/dtsfzS
Jose L. Hidalgo retweeted
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: github.com/boksajak/brdf.
Original blog post is here: boksajak.github.io/blog/BRDF
Jose L. Hidalgo retweeted
Valve artist @rich_lord gave a great talk at SIGGRAPH HIVE 2023 that every rendering dev should watch. Tons of inspirational moments for shader development. The fractal sequence starting 29 minutes in is impressive. youtu.be/R-S9d-qFRHM?si=JvoE…
Jose L. Hidalgo retweeted
Simplified explanation of gaussian splatting for gfx engineers:
You render all surfaces as stretched alpha blended point sprites. Sprites have gaussian blurred sphere texture.
No triangles, just could of point sprites. It's like the old demoscene approach on steroids :)
Jose L. Hidalgo retweeted
Replying to @knarkowicz
Screen space shadows code by Graham Aldridge:
bendstudio.com/siggraph
Phantastic work released under Apache-2.0
Jose L. Hidalgo retweeted
Epic Games Store launched in 2018 with an 88% / 12% revenue split. Now developers can also choose a new option: launch your PC game on EGS first for 6 months for a 100% / 0% revenue split. Devs earn more money, Epic reaches new customers, everyone wins.
theverge.com/2023/8/23/23843…
Jose L. Hidalgo retweeted
Another shadertoy thing: how to use shader derivatives to draw fixed-width lines using 2D curve equations as an example.
shadertoy.com/view/mlXBRr
Jose L. Hidalgo retweeted
Finally, I'm rendering an SDF scene with splats for the first time. The shader that I used to voxelize is now generating a list of splats containing world positions, colors, and normals. A splats counter is increased and later used in a draw indirect call. #OpenGL #Graphics #GFX
Jose L. Hidalgo retweeted
Sony Creators Conference talks: Gran Turismo 7 rendering, Screen space shadows and 3d asset creation with generative AI: youtu.be/btWy-BAERoY
Jose L. Hidalgo retweeted
The ultimate comparison of Hierarchical LOD graph performance rendered with CS and HW rasterization on desktop and mobile GPUs, including WebGPU, shows that algorithmic flexibility is much faster than any HW FFP: tellusim.com/04_hello_raster…
Jose L. Hidalgo retweeted
NVIDIA finally released Neuralangelo's source code!
The model can turn videos from any device into detailed 3D structures, fully replicating buildings, sculptures, or other real aworld objects or spaces virtually.
Here's how it works:
A model utilizes a 2D video with multiple angles of an object or scene. I selects frames from different viewpoints to understand depth, size, and shape.
The AI creates an initial 3D representation, similar to a sculptor shaping a subject. The render is optimized to enhance details, like a sculptor refining texture.
The outcome is a 3D object or scene suitable for virtual reality, digital twins, or robotics.
Jose L. Hidalgo retweeted
Graphics Programming weekly - Issue 300 - August 13th, 2023 jendrikillner.com/post/graph…


























