Shreyos Ghosh
banner
shreyosghosh.bsky.social
Shreyos Ghosh
@shreyosghosh.bsky.social
loadingshaders.xyz
Reposted by Shreyos Ghosh
For quite a while I've been working on a Fast Fourier Transform based ocean simulation in my render engine.
Whilst there is still a lot to work on, I'm excited to see the result once I've added IBL to this renderer.
August 21, 2025 at 7:36 AM
Reposted by Shreyos Ghosh
Infrared captures from today
July 31, 2025 at 12:21 AM
Reposted by Shreyos Ghosh
If ever you feel like your code is Real Dumb and you'll never get into graphics, please take a look at my very first OpenGL project, which I recently unearthed on an old drive. It is indeed Real Dumb, and yet I persisted. You can too!

github.com/elcuppietan/...
GitHub - elcuppietan/ancient-snowman: My first GL-based application, from way back when dinosaurs roamed the earth, and ARB_vertex_shader had not yet been released.
My first GL-based application, from way back when dinosaurs roamed the earth, and ARB_vertex_shader had not yet been released. - elcuppietan/ancient-snowman
github.com
July 24, 2025 at 3:03 PM
Reposted by Shreyos Ghosh
messing with this again, converted to a forward approach... it's more efficient at resolving the caustics, but I haven't figured out what to do for the artifacts where it clips in bright areas and the aliasing patterns that happen near the refractive surfaces... something to do with the line drawing
July 10, 2025 at 8:57 AM
Reposted by Shreyos Ghosh
Animated time of day on the Sponza scene.
#MetalRT #rendering
June 7, 2025 at 10:11 AM
Reposted by Shreyos Ghosh
I've rendered a forgery of the nerdiest photo W.V. has ever taken.
#MetalRT #rendering
June 4, 2025 at 10:49 PM
Reposted by Shreyos Ghosh
The Vulkan porting is complete 🎉 The last missing piece was the primordial raster renderer, which I am not sure why I keep around :)
All in all, it wasn't nearly as hard as I thought it would be.
May 25, 2025 at 7:29 AM
Reposted by Shreyos Ghosh
More experiments with a fractal with very good geometry for representing pipes - three copies with different numbers of iterations for the sections of different material, doing like a pvc-pipe looking thing, with the other pipes done in a color constant for iron that I found and gold metallic accent
May 25, 2025 at 1:49 PM
A little bit late but still, Happy New Year 2025 to all!

The ground texture is from: www.poliigon.com/texture/exte...
January 2, 2025 at 7:01 PM
Reposted by Shreyos Ghosh
A thread full of nothing but The Last of Us part I environment photos. This game is incredibly gorgeous. Really impressive what they achieved here without ray tracing. Would love to see a long GDC talk or smth about how they made this game. There will already be posts below but I will add more.
December 19, 2024 at 12:21 PM
Thanks to github.com/syoyo/tinygltf,
my CPU path tracer now supports GLTF mesh rendering! 🥳
Here are both of my renders of the Stanford Bunny (~75k triangles) with diffuse white and dielectric glass materials.
December 7, 2024 at 5:36 PM
Finally, I’ve completed implementing all the concepts from the book. As promised, here are the renders of all the scenes from this book.

#raytracing #raytracingthenextweek #cornellbox
November 30, 2024 at 3:52 AM
Reposted by Shreyos Ghosh
[March 22, 2022]
I'm pleased to share that the RTXGI SDK v1.3.7 repo is now public (no registration required)! It includes full source code and an example implementation (D3D12 and Vulkan) that demonstrates how achieve indirect diffuse lighting with scalable costs.

github.com/NVIDIAGameWo...
GitHub - NVIDIAGameWorks/RTXGI-DDGI: RTX Global Illumination (RTXGI)
RTX Global Illumination (RTXGI). Contribute to NVIDIAGameWorks/RTXGI-DDGI development by creating an account on GitHub.
github.com
October 25, 2024 at 1:03 PM
Reposted by Shreyos Ghosh
Put this off for too long, added hot reload of shaders. Super useful for debugging, using it here to shut off albedo to see indirect lighting in isolation and then preview UVs. Fairly easy to support since everything is done through a single shader and takes less than a second to recompile.
November 16, 2024 at 5:17 PM
Reposted by Shreyos Ghosh
A few years ago I started implementing a 3d editor as a hobby project, prosaically named "Workbench". I dedicated a few hours to it most weeks, sometimes with months-long pauses. This is how it started and how it's going.
October 27, 2024 at 5:53 AM
Reposted by Shreyos Ghosh
Following a single light path around twisty corridor.
By the way, the viewport is rendered integrating those long paths.
November 12, 2024 at 6:13 AM
Reposted by Shreyos Ghosh
[August 4, 2021]
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.

Download #RTGII here: link.springer.com/book/10.1007...
October 22, 2024 at 1:30 PM
For the past few months, I've been learning and implementing the "Ray Tracing The Next Week" Book. I'm almost done with all the concepts. Soon, I'll post more renders. Meanwhile, here's my first ever render of the Cornell Box.

#raytracing #raytracingthenextweek #cornellbox
November 6, 2024 at 1:50 PM
Reposted by Shreyos Ghosh
Instead of copying old posts from The Other Site, I will post my blog interplayoflight.wordpress.com in case anyone finds anything interesting in there. There is no theme, I blog about whatever shiny I tinker with, although there are quite a few posts on compute shader raytracing with homemade BVHs.
Interplay of Light
interplayoflight.wordpress.com
October 26, 2024 at 1:58 PM
Reposted by Shreyos Ghosh
Graphics Programming weekly - Issue 362 - October 20th, 2024 www.jendrikillner.com/post/graphic...
October 26, 2024 at 4:44 AM
Reposted by Shreyos Ghosh
Graphics moved to BlueSky? Great!

While I work on the initial release of a fast, "C-with-classes", single-file BVH-builder / optimizer library, may I perhaps amuse you with some reading material on the subject:
jacco.ompf2.com/2022/04/13/h...
Comes with a github repo too!
github.com/jbikker/bvh_...
October 23, 2024 at 10:02 AM
Reposted by Shreyos Ghosh
October 21, 2024 at 6:23 PM
Reposted by Shreyos Ghosh
I tried going through my following for anyone that seemed to mention graphics / engine dev / etc, and added them all to a starter pack. I might have missed people, or included people I shouldn't, but it's at least a start! Please let me know anyone else that should be included!

go.bsky.app/UFcEcV6
October 20, 2024 at 7:27 AM
First Post!!! 🥳
Last year, I made my first path tracer Raether, using the Ray Tracing in One Weekend book. Here are my renders of some of the scenes shown in the book!
The github code repo: github.com/shreyosgit/R...

#raytracinginoneweekend #pathtracing
October 19, 2024 at 8:13 PM