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Tom Stochastic | Making Tiny Glade ๐Ÿฐ๐ŸŒฟ
@h3r2tic
Defunct. The sky is bluer on the other side. ยฝ of @PounceLight ๐Ÿˆ๐Ÿ”ฆ Washed-up renderologist making games with @anastasiaopara
Stockholm, Sweden
Joined July 2009
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    - How many butterflies should we have? - Yes. ๐Ÿ‘€๐Ÿฆ‹๐Ÿฆ‹๐Ÿฆ‹๐Ÿฆ‹๐Ÿฆ‹๐Ÿฆ‹ #screenshotsaturday #indiegamedev
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    A glimpse of revamped global illumination in my toy #rustlang #vulkan renderer `kajiya` ๐Ÿ‘€ Lots more ReSTIR, new meshless irradiance cache, much larger worlds ๐ŸŽ‰ Around 11ms/frame here on a Radeon 6800 XT at 1080p, pending some optimizations ๐Ÿ˜› Lighting: sun + emissive materials.
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    Cornell McRay t'Racing // Driving denoising improvements in my toy renderer #vulkan #rustlang #RTXOn
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    After 7 months of tinkering, I've finally pushed a major update to my toy #rustlang #Vulkan renderer `kajiya` ๐Ÿ’ก๐Ÿฅณ A new dynamic global illumination system using lots of ReSTIR brings larger scenes, quicker response, and less noise โœจ Juicy tech details: github.com/EmbarkStudios/โ€ฆ
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    One of the things we love in Tiny Glade is the way elements play with each other: for ex, how paths and walls come together to form arches, or that stairs appear when a path climbs a hill. We're now adding windows, and they will have the same kind of joyful chemistry ๐Ÿงช๐Ÿงฉ ๐Ÿงต๐Ÿ‘‡
    GIF
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    I was displeased with our window glass looking like cardboard, so last night I hacked up simple "interior mapping" via shader silliness. Two parallax planes provide curtains and some blurry hints of an interior. Also: reflections via SSR + software ray tracing :3
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    Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! ๐ŸŽ‰๐Ÿ––๐Ÿฆ€
    Tiny Glade is out NOW on Steam (Win & Linux) ๐Ÿ’—๐ŸŽ‰ Thank you so much for following the development and being so supportive of our little diorama builder. We hope you have fun, and I canโ€™t wait to see what you make ๐Ÿคฉ If you post your glades, add #TinyGlade so I can find 'em :D
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    What do you get when you combine... ah never mind, I call this one "Potato Lumen" ๐Ÿ˜› ... because it uses a Lumen-style screen-space radiance cache, but aims to run on potato GPUs, tracing only 1 ray for every 16 pixels. How do I feed it so sparsely? ReSTIR of course ๐Ÿคฃ๐Ÿซ’๐Ÿ›ข๏ธ
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    Yo dawg, I heard you like Cornell Boxes! ๐ŸŸฅ๐Ÿ“ฆ๐ŸŸฉ ๐ŸŽ RX 6800 XT ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ Scene by Cornell University & Evermotion ๐Ÿคช (I kicked a few clowns out of the car; ~1.5ms faster now)
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    ๐Ÿ“บ We interrupt your regular programming for a personal story about the impostor syndrome and perseverance. This image is from around 8 years ago; I had just scrapped a previous toy renderer, and I was making a new one. I got the index buffer wrong, and made this piece of "art".
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    What happens if you combine SEED-style "surfel" radiosity with Epic-style world radiance caching and a sprinkle of ReSTIR GI? This! Very WIP, diffuse-only for now, no temporal rejection (thus smearing in motion). Compared to path tracing at a few points here. #rustlang #vulkan
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    I can't believe I've never implemented (or seen) this feature before ๐Ÿ˜ณ ๐ŸŽ‡ Shader Refactoring Mode ๐ŸŽ‡ Captures a reference image + GPU timings, then highlights visual and perf diffs upon shader changes. No more "๐Ÿ˜ญ I accidentally broke something 2h ago" when refactoring ๐Ÿฅณ
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    ReSTIR sample validation makes global illumination snappy! ๐Ÿ˜ฒโœจ (see research.nvidia.com/publication/20โ€ฆ by @ouyangyaobin et al.) // Runs every frame right now because I'm a hack. Also here: faster surfels via multi-scale mean estimation (as in PICA PICA).
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    We're excited to share how we've been using @rustlang for 3D rendering at @EmbarkStudios, and finally reveal a tiny glimpse of our creative platform! ๐Ÿคฉ๐Ÿฆ€ medium.com/embarkstudios/โ€ฆ Oh, and my toy rendering engine `kajiya` is now open source! ๐Ÿ‘€ Details in the article! ๐Ÿ”ฌ