Daniel Schroeder
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dan5sch.bsky.social
Daniel Schroeder
@dan5sch.bsky.social
Making pretty pictures with GPUs

https://blog.danielschroeder.me/
Currently, all the light sources in my small-voxel renderer are dynamic (though without inter-object shadows). I didn't demo this in the new YouTube video, but somebody asked about it in the comments, so here's a quick example.
August 19, 2025 at 6:27 AM
To add those elements, I now support voxelizing detailed triangle meshes, producing voxel meshes that match the aesthetic of the environment geometry. The voxelizer tolerates off-the-shelf assets and produces good results across foliage, characters, and hard-surface meshes.
August 18, 2025 at 7:30 PM
In last year's work, I modeled the environment as low-poly geometry and used textures with displacement maps to apply fine voxel detailing. This workflow is efficient for structures and terrain, but it can't handle things like foliage, small props, or animated characters.
August 18, 2025 at 7:30 PM
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
August 18, 2025 at 7:30 PM
Hey folks. I'll be in San Francisco next month for GDC! Here's a look at what I've been adding to the small-voxel renderer I'm building, inspired by the visuals of classic 90s 3D games. Feel free to reach out if you're interested in meeting (DMs, or the email on my website)
February 25, 2025 at 8:23 PM
Hello Bluesky! I'm developing a renderer that uses very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. I posted this elsewhere last May, but figured I'd upload the clip on here as well.

#voxels #gamedev #rendering
January 10, 2025 at 10:49 PM