JMS55
jms5517.bsky.social
JMS55
@jms5517.bsky.social
Working on rendering for the Bevy game engine.

Long form blog at https://jms55.github.io.
Ok, so I'm completely stuck trying to debug this.

Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.
January 19, 2026 at 2:01 AM
Reposted by JMS55
Bevy 0.18 is out now!

It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!

bevy.org/news/bevy-0-...
Bevy 0.18
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
January 13, 2026 at 9:41 PM
Reposted by JMS55
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
jcgt.org
January 12, 2026 at 10:48 PM
Light leaks are driving me crazy. World space irradiance cache using spatial hashing.

Does anyone have tips to prevent them? Usually happens when ray_t < cell_size, but I haven't found a good way to deal with it. Shrinking the cell size is way too expensive.
December 30, 2025 at 11:09 PM
Reposted by JMS55
just published an experimental crate for doing cuda interop with @bevy.org github.com/tychedelia/b...
December 29, 2025 at 10:15 PM
Many-lights (100) stress test (not super usable yet, much less with 1000 lights)
December 29, 2025 at 4:45 AM
New post! "Realtime Raytracing in Bevy 0.18 (Solari)"

jms55.github.io/posts/2025-1...
December 27, 2025 at 8:51 PM
Reposted by JMS55
Dear ImGui now embeds a vector/scalable version of the classic font by default, manually subsetted/optimized so it fits in 18 KB (opt-out possible). Embedding ensures easily and readily usable in all contexts. Should default to new one on most setups. Here's a compare of both. #ChristmasMiracle
December 23, 2025 at 5:40 PM
Reposted by JMS55
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
Reposted by JMS55
Blog post: Cheap ray-tracing using only acceleration structures. No ray pipelines, no shader binding tables, no textures. anki3d.org/minimalist-r...
Minimalist ray-tracing leveraging only acceleration structures
AnKi has had ray-tracing support for quite some time. Beyond managing acceleration structures, the engine uses VK_KHR_ray_tracing_pipeline/DXR 1.0 for shadows (soon deprecated), indirect diffuse, a…
anki3d.org
December 4, 2025 at 8:41 PM
Solari is looking pretty good after the latest round of changes!

Realtime vs pathtraced reference
November 26, 2025 at 1:51 AM
Real life has kept me from posting, but I've still been hard at work on Bevy Solari! It now supports specular materials, and has a _way_ improved world cache!

Realtime vs pathtraced reference
November 23, 2025 at 7:39 PM
Reposted by JMS55
Very excited to present a few interesting bits about the rendering of #DOOM: The Dark Ages together with @domlaz.bsky.social and @martinfuller.bsky.social .
If you happen to attend #GPC2025 next month, feel free to say hello!
October 20, 2025 at 11:29 AM
Reposted by JMS55
Bevy 0.17 is out now! It features Raytracing, Improved Observers / Events, UI Widgets, Rust Hotpatching, Light Textures, DLSS, Tilemap Chunks, Web Assets, Reflect Auto-Registration, UI Gradients, Raymarched Atmosphere, Virtual Geometry BVH Culling, and more!

bevy.org/news/bevy-0-17
Bevy 0.17
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
September 30, 2025 at 7:41 PM
Reposted by JMS55
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
Reposted by JMS55
Exciting news for developers working with our AMD DGF geometry compression technology!

🗜️ The DGF SDK has been updated with a new animation-aware encoding pipeline, bug fixes, and improvements.

👉 Learn more and download: gpuopen.com/learn/animat...
Animating geometry with AMD DGF - AMD GPUOpen
The AMD DGF SDK has been updated with improvements and new features, including the addition of an animation-aware encoding pipeline.
gpuopen.com
September 24, 2025 at 9:08 PM
New blog post: "Realtime Raytracing in Bevy 0.17 (Solari)"
jms55.github.io/posts/2025-0...
September 20, 2025 at 9:23 PM
New blog post: "Bevy's Fifth Birthday - Progress and Production Readiness"

jms55.github.io/posts/2025-0...
JMS55's Blog
jms55.github.io
September 3, 2025 at 4:19 PM
Reposted by JMS55
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 12:52 PM
Reposted by JMS55
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
August 20, 2025 at 3:56 PM
Reposted by JMS55
New tutorial blog post!
Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics

hexaquo.at/pages/enviro...

I've been meaning to write this for a while, both as an overview over Godot's Environment, and as an entry point to realistic 3D graphics.

#godot #gamedev
August 17, 2025 at 5:33 PM
Realtime raytraced DI/GI
August 17, 2025 at 7:52 PM
crates.io/crates/dlss_...

Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction.

Also look forward to DLSS support in the upcoming Bevy 0.17 release!
crates.io: Rust Package Registry
crates.io
August 15, 2025 at 12:17 AM
Anyone used DLSS-RR with ReSTIR GI before? How do you prevent DLSS-RR from thinking that correlated noise from ReSTIR GI is detail that needs to be preserved?
August 14, 2025 at 5:16 AM
Reposted by JMS55
Today is Bevy's fifth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy:

bevy.org/news/bevys-f...
Bevy's Fifth Birthday
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
bevy.org
August 11, 2025 at 10:54 AM