MΛX
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m4xc.bsky.social
MΛX
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.

https://m4xc.dev/
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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 :)
Did some experimentation with 4x4x4 voxel block compression today. I'm using a 64 tree with block compression applied at the leaf nodes. 3 interpolation bits per voxel. You can definitely see some compression artifacts. Both trees in this comparison store 8 bit RGB colors.
January 16, 2026 at 10:47 PM
I could do something similar on the GPU, per Lane find its ray octant, then use Wave intrinsics to check if all Lanes are in the same octant. If they are, have all go down the same templated code path. Otherwise, just have them all take the normal code path I already have to avoid divergence.
December 30, 2025 at 9:38 PM
I did solve the depth values! They are correct now :) However you can still see things through other objects sometimes in the video. It still seems to happen where the axes are 0 in world-space, I haven't been able to find out why.
December 30, 2025 at 7:19 PM
Oh I see, no I don't do that at the moment. I also personally haven't seen anyone else do it.
December 30, 2025 at 7:17 PM
Yes! I always enter the nearest bounding box first and push the other one onto the stack (if it was also a hit)
December 30, 2025 at 6:48 PM
Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)
December 30, 2025 at 2:43 PM
At the time I wasn’t aware of FLIP for image comparisons, so I didn’t do a FLIP comparison back then :p
December 26, 2025 at 2:36 PM
Thank you! :)
Yes, we are fortunate to have access to PS5 development through our Uni.
July 3, 2025 at 6:45 PM
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:
July 2, 2025 at 7:02 PM
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.
Below is a code snippet showcasing the interface :)
July 2, 2025 at 7:02 PM
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 incredibly fun experience, building this from the ground up, working together with designers and artists!

Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
Kudzu Engine - Showcase
YouTube video by Sven
youtu.be
July 2, 2025 at 7:02 PM
I'm assuming that by cluster you're referring to a voxel brick in this context :) (correct me if I'm wrong)
If each brick has its own transform. Couldn't that result in gaps between the bricks? Do you do anything to combat that, or is it not an issue?
June 4, 2025 at 1:44 PM
Reposted by MΛX
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
www.youtube.com
June 3, 2025 at 6:19 PM
Awesome work, the demo looks amazing! :)
I'm curious what is the voxel size difference between LODs?
Does one brick in LOD1 cover 4x4x4 bricks in LOD0?
Or does it cover 2x2x2 bricks in LOD0?
June 3, 2025 at 8:09 PM
Hey, sorry for my late response, I’m happy you enjoyed reading my blog post :)
I don’t currently have an RSS feed, I always share the posts on socials instead.
But I might look into RSS sometime.
May 9, 2025 at 2:16 PM
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
April 16, 2025 at 2:57 PM
For 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 @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
April 16, 2025 at 2:57 PM
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
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
It’s interesting to see the CWBVH performing worse here. If I remember correctly it usually outperforms the others right?
March 3, 2025 at 11:20 AM
Reposted by MΛX
Graphics Programming weekly - Issue 376 - January 26th, 2025 www.jendrikillner.com/post/graphic...
January 27, 2025 at 2:02 PM
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-...
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
m4xc.dev
January 25, 2025 at 3:45 PM
Reposted by MΛX
In case you're looking for the perfect university for 2025/2026:
Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design.
Tuition fee this year is 2530 for EU citizens.
games.buas.nl
January 25, 2025 at 1:26 PM
Reposted by MΛX
My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that.
momentsingraphics.de/Radiometry2P...
January 19, 2025 at 8:29 AM
With RC we store intervals for every probe (intervals are rays with a min and max time)
They are represented as HDR RGB radiance and a visibility term which is either 0 or 1.
Here’s the discord link :)
discord.gg/6sUYQjMj
Join the Radiance Cascades Discord Server!
Check out the Radiance Cascades community on Discord – hang out with 652 other members and enjoy free voice and text chat.
discord.gg
January 16, 2025 at 11:48 PM
That’s correct :)
GT stands for Ground Truth, it’s the brute force correct result which I want to achieve.
January 16, 2025 at 11:48 AM