George Bolba 🔜GPC 2025
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gikster.bsky.social
George Bolba 🔜GPC 2025
@gikster.bsky.social
- 3rd Year Graphics Programmer @BUas
- Blog/Portfolio: gikster.dev
- Currently working on my personal Vulkan renderer
- Massive Star Wars nerd
- 20, he/him
- From 🇷🇴
Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁
January 21, 2025 at 6:14 PM
A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P
January 15, 2025 at 11:17 AM
I've been silent for a while, mainly because I didn't have anything interesting to show. I was busy the last couple of days implementing the Tessendorf Model for Ocean Rendering. Massive thanks to @acerola.gg for his videos which helped me a lot! Here's a video of my implementation:
December 18, 2024 at 8:04 PM
Also, obligatory Lightsaber render:
November 1, 2024 at 12:03 AM
Now using a different Environment Map:
November 1, 2024 at 12:00 AM
Finally managed to get IBL implemented. Granted, without the pre-filtering steps. I ran into this issue where the BRDF LUT was creating some artifacts on the Damaged Helmet. I then decided to take a less "correct" approach and not use the pre-filtered BRDF in the Specular calculation. Here it is:
October 31, 2024 at 11:59 PM
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