Lionel Lemarié
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hikey.org
Lionel Lemarié
@hikey.org
Rendering, ray tracing, Metal API.
Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge!
(pharr.org/matt/blog/20...)
October 2, 2025 at 2:26 PM
Reposted by Lionel Lemarié
Some images showing off my improvements to my photon mapper I have integrated into truetrace
The photon mapper is up on the Dev branch on the github
September 21, 2025 at 8:29 PM
Reposted by Lionel Lemarié
My latest coding adventure is now up on YT -- some experiments with ray-tracing glass and water, and the cool caustics they can cause
youtu.be/wA1KVZ1eOuA?...
Coding Adventure: Ray-Traced Glass and Caustics
YouTube video by Sebastian Lague
youtu.be
August 16, 2025 at 12:44 PM
Reposted by Lionel Lemarié
Experimenting with a face extrusion and retraction brush in my toy #voxel editor. Threw a bit of #raytracing in there while I was at it ✨
August 4, 2025 at 7:28 PM
Got an MRI so I played with some renders of the inside of my melon.
#metalrt #rendering
July 19, 2025 at 8:21 PM
Morphing fractal shapes.

This is a Julia fractal with a linear interpolation of the distance function between iteration counts. Starts by interpolating between 1 and 3 iterations, then 3 and 5, etc...
The material also changes for no particular reason...

#metalrt #rendering #fractal
July 15, 2025 at 12:31 PM
Reposted by Lionel Lemarié
New on Metal by Example: Getting Started with Metal 4, a breezy introduction to the fundamental changes arriving in the Metal API later this year: metalbyexample.com/metal-4/
Getting Started with Metal 4
Another WWDC is in the books, and with it came a major update to many platform technologies, including Metal. Metal graduated to version number 4, and in this article, we’ll explore the core …
metalbyexample.com
July 8, 2025 at 10:46 PM
🧵 Attempting to render a rainbow simply by path tracing millions of rain drops. It's not working well yet...

Starting by looking closely at a drop and going through the color spectrum, we can see the diffraction at play: the refracted scene appears to move due to the changing ior.
July 7, 2025 at 5:38 AM
Fractal SDF rendered as voxel spheres.
The high resolution one has close to 1 billion spheres.
#metalrt #rendering
July 5, 2025 at 11:27 PM
July 5, 2025 at 1:11 AM
July 5, 2025 at 1:09 AM
@jbakergraphics.bsky.social has an amazing collection of fractal distance estimators! jbaker.graphics/writings/DEC...
All the authors are listed on the page. There are some gems in there!
#metalrt #rendering
July 4, 2025 at 7:32 AM
Renders of an old scene by Maximilian Tarpini. Makes for a fun light study.
#metalrt #rendering
July 2, 2025 at 1:12 PM
I got a pico-mac-nano! Such a cool little device. The 1.5" screen looks awesome.
When I was a kid playing on my parents' Mac Plus and read that computers could one day fit in your pocket - *this* is what I imagined it would look like.

blog.1bitrainbow.com/pico-mac-nano/
July 2, 2025 at 12:26 AM
Quick test of participating medium - simplest possible: on primary rays, N% chance of bouncing in a random direction at an arbitrary point between the origin and the intersection.

Not a bad result, but I'm disappointed not to see better refracted light trails under the sphere.

#metalrt #rendering
July 1, 2025 at 12:22 AM
Gotta love the amount of detail available in the OSM maps.
#metalrt #rendering
June 30, 2025 at 3:54 AM
Nice little palate cleanser for my mind: easy renders of a few landmarks using OSM data.
Some of these are 100M triangles. Plenty of detail in there.
#metalrt #rendering
June 30, 2025 at 1:02 AM
The photon debugging view is working pretty well now. I can navigate the scene to look at the paths, bounces and final photon positions - along with a preview of their impact on the scene.
#metalrt #rendering
June 28, 2025 at 6:27 PM
Here's an idea: shoot some photons and add them to the scene as actual emissive spheres to illuminate it.
Couple of drawbacks: it's very slow and it's not very effective.
#metalrt #rendering
June 28, 2025 at 4:12 AM
Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good.
#metalrt #rendering
June 27, 2025 at 12:28 PM
1/15) 🧵 Breaking down a quick experiment: Simple but slow displacement for ray-traced triangles
#MetalRT #rendering

Top-left: Typical path-tracer with a simple triangle-based model.
Other three: Same model input, with increasing displacement added while tracing the rays.
June 24, 2025 at 3:46 AM
Quick experiment: Instead of adding each triangle to the BVH, how about adding a bbox for each one and raymarching the triangle inside? It's very very slow, but allows for some fun displacement.
June 19, 2025 at 6:00 PM
"Self portrait" that looks nothing like me, as a test of a simple subsurface scattering implementation. I was aiming for the classic marble look, but there's plenty of room for improvement...
#metalrt #rendering
June 16, 2025 at 2:25 AM
Halvorsen attractor in Sponza.
#metalrt #rendering
June 14, 2025 at 2:19 AM
Halvorsen attractor.
#metalrt #rendering
June 13, 2025 at 7:16 PM