Emilio López
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redorav.bsky.social
Emilio López
@redorav.bsky.social
Senior Graphics Programmer R*
Also Hangar 13, Playground, Tt Games
Dei/Deum
Views/opinions my own, obviously
HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
github.com
June 28, 2025 at 10:06 PM
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p...

Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social
and @angelortiz.bsky.social‬ for the help and encouragement
The Art Of Packing Data
The packing of data is good practice for many reasons, including disk space and efficient RAM or cache access. If we know the meaning of data we can often narrow down the range and precision, makin…
www.elopezr.com
June 16, 2025 at 6:42 PM
Reposted by Emilio López
Animation by Les Clark* | Fantasia (1940)

#penciltest #sakuga #genga #2danimation
February 7, 2025 at 6:00 PM
Reposted by Emilio López
Hi! #PortfolioDay I'm Fabi, I am an enviroment pixel artist (mainly) and I like drawing fantasy landscapes

Currently available for work!
January 14, 2025 at 12:58 PM
Unexpected so soon but hlsl++ has reached 700 stars. github.com/redorav/hlslpp The vector at Tt was called NuVec3/4. Accessing components was myVec.GetX().AsFloat() or SetX(). Cumbersome and mixed free and object functions. But, it's where I encountered and learned SIMD
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
github.com
December 6, 2024 at 11:39 AM
Reposted by Emilio López
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed.
github.com/redorav/hlslpp
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
github.com
November 19, 2024 at 9:14 AM
Reposted by Emilio López
Added a small section to osor.io/OIT about a neat way to avoid self-occlusion when sampling transmittance 😊 It came up in conversation enough times that it's worth updating instead of waiting for a new post ❤️

Also, some peeps asked for a clip with less & slower spheres intersecting so here it is! 🙏
November 16, 2024 at 8:23 PM
Reposted by Emilio López
I'm reaching that point in life where the urge to write my own STL replacement is too strong.

C++20, fairly minimal, a good hash map, arena allocator support. Zero includes excluding my own.

Let's see how it goes!
November 10, 2024 at 4:35 PM