Lionel Lemarié
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hikey.org
Lionel Lemarié
@hikey.org
Rendering, ray tracing, Metal API.
What does it look like with no short paths to the light? If you make two of the "bar walls" into solid walls, do the dark corridors behind them benefit from the reservoirs?
I'm wondering if the reservoirs appear to be ineffective here simply because uniform sampling also finds a light too easily.
November 15, 2025 at 1:18 PM
Curious to see it adapt to changes in lighting and changing voxels. Is that in your planned features?
November 14, 2025 at 11:29 PM
Classic (: You've made your own replicube.xyz
Replicube
replicube.xyz
November 14, 2025 at 3:57 PM
Super nice project (:
How do you create the different scenes? Are they procedural, hardcoded, hand built in an editor or converted? And what voxel grid sizes do you support?
November 14, 2025 at 2:29 PM
Yes, I have plenty of ideas on how to progress, but I've had to take a break from screens for a few weeks so it will be a while before I get back to it properly.
August 17, 2025 at 12:27 AM
Great rainbow effect! It worked really well. 😀
You made it look deceptively easy to achieve, but my own attempt wasn't nearly as successful. 😬
Awesome job.
August 16, 2025 at 4:30 PM
I am not related to the project so I'm not in a better position than you to approve it (:
August 2, 2025 at 7:36 PM
Awesome! Super job.
July 23, 2025 at 12:52 PM
It's so close to perfect!
July 22, 2025 at 12:58 PM
Amazing! I tried it and it works great in my early tests!

Here's a model that it struggles to clean up: On the pico-mac-nano GitHub page, in 3D_model, pmn_rear_3_3.stl. It's the back of a Mac Plus case and the normals in the vents are inverted. Applying the magic flip fixes most but not all of them
July 22, 2025 at 12:53 PM
Isn't hunger progressing backwards?
July 20, 2025 at 8:39 PM
July 20, 2025 at 7:53 PM
Yeah, it wasn't for fun - but this isn't really the forum to discuss my medical history...
I did get some good data out of it, so there's still some fun in it (:
July 20, 2025 at 6:08 PM
Just png. All b&w individual images, very easy to parse (but a pain to download due to obfuscated scripts on the site).
The trick is finding a good way to display the dense volume. Still looking for good options.
July 20, 2025 at 1:19 PM
July 20, 2025 at 12:46 PM
July 20, 2025 at 12:42 PM
July 19, 2025 at 11:14 PM
So. I'm really worried that you are absolutely right...
I can't get the inside of the rainbow to look right and there is a strong chance that it is because it is the effect of interference.
Without constructive and destructive interference, I can get some of it but not the full rainbow effect...
July 18, 2025 at 8:52 PM
This is super cool!

I tried SDF displacement on triangle geometry recently. Looks like this would be a huge improvement on it.

bsky.app/profile/hike...
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.
July 18, 2025 at 11:51 AM