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 :)
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
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
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
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
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 :)
January 15, 2025 at 6:28 PM
I've been improving the Surfel Radiance Cascades since my last post, ironing out bugs one by one. It's starting to get difficult to see the difference between my ground truth renderer and the SRC one :)
(in this rather low frequency scene, more high frequency tests coming soon)
January 8, 2025 at 6:13 PM
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
January 3, 2025 at 9:38 AM
I Finally got around to adding ImGui to my project, it was about time after logging info for a while :p
I'm now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)
December 27, 2024 at 11:48 AM
This week I've been implementing Surfels for the first time, the most challenging part so far has been the spawning algorithm. Stopping Surfels from spawning on top of each other. The spatial look-up acceleration structure is also a part which I still need to iterate on :)
December 14, 2024 at 3:59 PM
GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :)
youtu.be/MONs5wMy6Rw?...
Student Showcase
YouTube video by Graphics Programming Conference
youtu.be
December 4, 2024 at 7:05 PM
Reposted by MΛX
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
November 25, 2024 at 10:04 PM
Found out that Slang supports Unicode 😈
(Yes, this compiles & runs :p)
November 25, 2024 at 2:12 PM
I've been using Slang these past few days for a new project I've started working on. Currently working on the rasterization pipeline, I have a cube so far :)
Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo.
github.com/nvpro-sample...
November 24, 2024 at 7:34 PM
Post a video game gif from the year you were born
November 24, 2024 at 12:28 PM
Re-posting some results I previously shared on Twitter :)
These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D
November 20, 2024 at 8:09 PM
Reposted by MΛX
Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
October 30, 2024 at 1:59 PM
Reposted by MΛX
The first public release of tiny_bvh is now available from Github:

github.com/jbikker/tiny...

tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is!

Feedback welcome.
October 30, 2024 at 2:32 PM
Reposted by MΛX
Going into the final week of the first project of Year 2, I thought I should share what I've been working on. I've been making a PBR renderer for the first time, with the target platform being the PS5. Obviously, I am still lacking IBL so that's what I will be working on this week :)
October 28, 2024 at 8:49 AM
Hey everyone! I've not been completely dormant since uni started when it comes to Radiance Cascades :) I've been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It's now live :p
m4xc.dev/articles/fun...
MΛX - Fundamentals of Radiance Cascades
A deep-dive into the fundamental concepts/ideas behind Radiance Cascades.
m4xc.dev
October 24, 2024 at 11:01 PM