Karl
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hexaquo.at
Karl
@hexaquo.at
Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change.

Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
On my way home from #GodotFest. Thanks so much to everyone for this incredible event! Hope to see you all again soon :)

My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB...

And I also shared my slides here: slides.com/hexaquo/plan...
Karl Bittner: Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot #GodotFest2025
YouTube video by GodotFest
www.youtube.com
November 13, 2025 at 1:42 PM
Reposted by Karl
I’m now seeing a talk about large scale vegetation rendering in Godot, by Karl Bittner.

He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev

It even has an in-browser 3D viewer in which you can try different seeds for the trees!
November 11, 2025 at 2:39 PM
on my way to #GodotFest! hope to meet some of you there :)
November 10, 2025 at 3:41 PM
Reposted by Karl
The easiest way to create action lines in a shader is to take some noise and convert its UVs to polar coordinates 🙂

#godot #indiedev #gamedev
November 8, 2025 at 7:38 AM
🔜 #GodotFest

Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)

#godot #gamedev
October 21, 2025 at 3:07 PM
Reposted by Karl
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
Reposted by Karl
Here's how to scatter objects in Blender 5.0 with just a few nodes ✨
Instance scattering in blender
Blender 5.0 is coming to save us from the spaghetti hell! Here’s a ridiculously simple blender 5.0 node setup that scatters objects on the surface of a mesh inside of the volume of some other mesh: An...
passivestar.xyz
October 14, 2025 at 11:45 PM
Reposted by Karl
Can you actually tell the difference between lossless and lossy compressed audio? (With your current headphones/speakers and ears)
abx.digitalfeed.net/list.html
ABX High Fidelity Test list
A set of browser-based ABX tests comparing lossless and lossy music samples
abx.digitalfeed.net
October 14, 2025 at 4:46 AM
Reposted by Karl
Trying out 2 different approaches to leaf rendering on trees.

The first is a custom mesh, where each quad of the mesh is extended along the normals.

The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh.

#GodotEngine
October 9, 2025 at 12:48 PM
Reposted by Karl
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
October 7, 2025 at 1:31 PM
Reposted by Karl
So-called #genAI means the abolition of the future through the proliferation of endless streams of stochastically rendered generic pasts. Having turned large parts of the cultural archive into training data, it now traps us in a foreverized pastness, a 24/7 nostalgia for a past that never existed
have just come across a YouTube account that has been using Sora to upload reels of fake, AI-generated “90s sitcoms” every few hours
October 7, 2025 at 12:32 PM
Reposted by Karl
New blog post: Outlining an alternative path to learn graphics programming.

themaister.net/blog/2025/10...
A case for learning GPU programming with a compute-first mindset – Maister's Graphics Adventures
themaister.net
October 5, 2025 at 12:58 PM
Reposted by Karl
In light of EA's upcoming change of ownership... here's your annual reminder that Will Wright's original GDC 2005 demo of Spore was one of the most incredible game demos every presented, before the game was utterly and totally ruined by EA's meddling.

www.youtube.com/watch?v=ofA6...
Will Wright GDC 2005 Spore (The Future of Content) Remastered
YouTube video by Zeusmonomon
www.youtube.com
October 2, 2025 at 9:26 PM
Reposted by Karl
This is not only introducing a new approach to OIT, but it's a comprehensive overview of various OIT techniques and a history of transparency in COD.

One thing that seems to be missing is CPU-side depth sorted transparency, which I implemented in SHG's COD branch and IIRC Treyarch had also
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
October 3, 2025 at 8:38 PM
Reposted by Karl
It sure is windy here 🍃

Rendering is based on this great tutorial (hexaquo.at/pages/grass-...) by @hexaquo.at

Placement is done with ProtonScatter (github.com/HungryProton...) by @hungryproton.bsky.social

#GodotEngine #IndieDev #shader #grass #rendering
October 1, 2025 at 2:24 PM
Reposted by Karl
Unused pre-rendered backgrounds from The Legend Of Zelda: Ocarina Of Time (1998)
September 19, 2025 at 11:47 AM
Reposted by Karl
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
September 15, 2025 at 4:32 PM
Reposted by Karl
How to make a light beam shader in godot + download
Light beam shader in godot
So I was noclipping through d1_canals_08 in HL2 as one normally does on a saturday night when I saw this: A nice sharp volumetric light that does a lot for the mood of the scene. Half Life 2 was relea...
passivestar.xyz
September 12, 2025 at 9:58 PM
Reposted by Karl
Mother nature has created a beautiful place for us. The green and lush forests of the world calm our souls... until we have to render them! Let's hear Karl Bittner's virtual gardening wisdom @ #GodotFest!
September 10, 2025 at 4:12 PM
Reposted by Karl
Every lens leaves a blur signature—a hidden fingerprint in every photo.

In our new #TPAMI paper, we show how to learn it fast (5 mins of capture!) with Lens Blur Fields ✨

With it, we can tell apart ‘identical’ phones by their optics, deblur images, and render realistic blurs.
September 9, 2025 at 10:48 PM
Reposted by Karl
Keepsake (2006)

Developed by Wicked Studios.
September 3, 2025 at 6:00 AM
Reposted by Karl
Just posted a new #devlog sharing my process making procedural stained glass windows with dynamic lighting in #Godot!

Was cool getting to edit some engine code for the first time to enable this effect! #gamedev
I Modified Godot to Make Procedural Stained Glass
YouTube video by RachelfTech
www.youtube.com
August 29, 2025 at 9:00 PM
Reposted by Karl
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com
August 29, 2025 at 7:52 PM
Reposted by Karl
Graphics Programming weekly - Issue 405 - August 24th, 2025 www.jendrikillner.com/post/graphic...
August 25, 2025 at 12:40 PM