Radom
stevenradomski.bsky.social
Radom
@stevenradomski.bsky.social
Working on a VR Physics Engine
Pinned
My vr physics engine is slowly coming together

#screenshotsaturday #vr
Reposted by Radom
Demo of bilinear interpolation of SDF samples:

- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.

- Circles are drawn around samples to show distance magnitude.

- Intermediate bilinear interp samples / segments are drawn.

1/
November 5, 2025 at 10:25 PM
Reposted by Radom
RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis

Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic

tl;dr: empty-space skipping and adaptive sampling+reordering of primitives&rays+scale-regularization

arxiv.org/abs/2509.07782
September 10, 2025 at 8:05 PM
Reposted by Radom
This was a lovely read. Always great to hear about companies that go out of their way to respect their users. Need to give www.calligraphr.com a try!

chameth.com/making-a-fon...
Making a font of my handwriting · Chameth.com
chameth.com
September 6, 2025 at 12:32 PM
Reposted by Radom
New VFX/Tech Art Newsletter is out!
📃Read online: simonschreibt.de?na=view&id=42
✋Subscribe: simonschreibt.de/newsletter/
#gamedev #realtimevfx #vfx #techart
September 1, 2025 at 3:48 PM
Reposted by Radom
Finally finished part 4 of my Godot Grass Rendering Series! In this one, we'll dive deep into level-of-detail and impostors to create an infinite field of grass while keeping the GPU cool:

hexaquo.at/pages/grass-...

#godot #gamedev
August 25, 2025 at 4:18 PM
Reposted by Radom
Well this was a delightful read.

www.makingsoftware.com/chapters/col...
Making Software: What is a color space?
In which we answer every question you've ever had about digital color, and some you haven't.
www.makingsoftware.com
August 25, 2025 at 3:40 PM
Reposted by Radom
Probably the most common newb shader mistake is ignoring aspect ratio:

vec2 coord = fragCoord / resolution * 2.0 - 1.0;
Instead of:
vec2 coord = (fragCoord*2.0 - resolution) / resolution.y;
August 21, 2025 at 5:56 PM
Reposted by Radom
Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
August 17, 2025 at 4:33 AM
Reposted by Radom
#Siggraph Work graph course is already online coburggraphicslab.github.io/workgraphs/
GPU Work Graphs Course
coburggraphicslab.github.io
August 10, 2025 at 9:01 PM
Reposted by Radom
The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.

Project page: graphics.cs.utah.edu/research/pro...
July 17, 2025 at 7:05 AM
Reposted by Radom
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
August 10, 2025 at 2:47 PM
Reposted by Radom
Visual Studio's Memory Layout visualiser is a nice way to detect misalignment issues between C++ and HLSL buffers, in this particular case for a structured buffer, where XMMATRIX is 16-byte aligned, while in HLSL it will be a float4x4 with 4-byte alignment, causing errors.
August 10, 2025 at 3:10 PM
Reposted by Radom
The drawing and annotation tools in Radical Pie are finished! Now, I can type an equation and add highlighting, arrows, labels, etc., as shown in the following examples. All drawing objects are attached to anchor points in the equation, so they move and resize dynamically.
August 8, 2025 at 12:32 AM
Reposted by Radom
It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

Check out all the details here: advances.realtimerendering.com/s2025/index....

and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
August 6, 2025 at 5:53 AM
I got VR finger tracking to work with a rigged mesh. It's still slightly scuffed.
August 4, 2025 at 6:47 AM
Reposted by Radom
Hi from Greenland everyone ✌️!
I’m a bit busy guiding our red sails tours here these days so I don’t post much, but I thought I’d share a little glimpse from yesterday night sailing ⛵️🧊.
That’s shot around 12pm…
August 3, 2025 at 2:12 PM
Finger tracking soon.

#screenshotsatuday #vr
August 3, 2025 at 9:31 AM
Reposted by Radom
Scientists have been trying to understand the vocalizations of birds—and discovering that the animals have intellectual abilities far greater than most people had imagined.
How Scientists Started to Decode Birdsong
Language is said to make us human. What if birds talk, too?
www.newyorker.com
August 1, 2025 at 12:47 AM
My vr physics engine is slowly coming together

#screenshotsaturday #vr
July 26, 2025 at 9:00 PM
Reposted by Radom
I’ll be speaking about Box2D optimizations at the #GDC2025. I’ll be diving into the details of implementing fast continuous physics. This presentation has a new format I’ve developed recently. I’m really excited to share it!
schedule.gdconf.com/session/opti...
Optimizing Continuous Physics in Box2D | 2025 Schedule | Game Developers Conference (GDC)
Attend 750 sessions for game designers, programmers, artists, producers, audio, business, and marketing professionals over 5 days at GDC.
schedule.gdconf.com
February 13, 2025 at 6:12 PM
Reposted by Radom
This video is great for teaching the basics of GJK. However, the approach is flawed for computing distance and only works for determining separation true/false. Unfortunately the author has disabled comments and people keep using this and ending up with broken code. www.youtube.com/watch?v=Qupq...
Implementing GJK - 2006
YouTube video by Casey Muratori
www.youtube.com
July 11, 2025 at 3:03 PM
Reposted by Radom
Another 🧵 on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
June 24, 2025 at 12:18 AM
Reposted by Radom
Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free.
It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives.
momentsingraphics.de/HPGPoster202...
Derivatives of Spherical Harmonics
momentsingraphics.de
June 15, 2025 at 1:56 PM
Reposted by Radom
Funny how you just need to break some angles to turn kitchen environment into a spaceship.
June 15, 2025 at 12:41 PM
Reposted by Radom
Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
June 11, 2025 at 12:58 AM