Jakub Vondra
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kubo-von.bsky.social
Jakub Vondra
@kubo-von.bsky.social
Senior Environment Artist/TD @ Stim Studio
Toying with Houdini, Gaffer, Cycles.
Working on hobby GPU raytracer in Rust/Metal
@kubo_von@mastodon.gamedev.place
toy GPU renderer update:
- DoF / customizable bokeh
December 16, 2025 at 9:00 PM
I've decided to finish an environment project I've stared a loong time ago and has been collecting dust ever since. Here's some fresh water sim test.
#Houdini #Gaffer #Cycles
November 26, 2025 at 6:35 PM
Toy GPU renderer update:
- Nishita sky
- refraction
- VMF Diffuse
October 7, 2025 at 9:37 PM
I find Houdini very useful for prototyping stuff for my toy renderer, here bokeh sampling for example. VEX code is easy to translate to shader code.
September 23, 2025 at 7:19 PM
Phew, that looks much better. Rogue ggx sampling was making everything glossy, but broken glossy.
September 11, 2025 at 9:58 PM
Having recently acquired a house to fix and an offspring to raise, I have little time. But I've sneaked in some toy renderer time here and there.
Added light MIS, wavelenght importance sampling and really tried improving variance. Battle testing it on scene like this, basically only indirect light.
September 10, 2025 at 9:51 PM
Toy GPU renderer update
- pathtracing!
- reading basic light and material props from .usd
- basic ggx+lambert shader
- Maya style navigation

#LightTransport #MetalShadingLanguage #RustLang
June 9, 2025 at 7:03 PM
Toy GPU renderer update:
Might not look like much, trying to get the basics in first.
- sample accumulation ( It flyies so fast on M4 pro! )
- switched from RGB to spectral rendering (hero wavelength / Scott Burns uplift)
- AgX ( a bit broken )
- .exr output

no ray bounces or fancy shading yet
February 19, 2025 at 9:22 PM
Toy GPU renderer update:
-rays have been fired!
-reading a mesh from an USD file with normals and color using a custom rust wrapper around tinyusdz(c++)
February 3, 2025 at 8:55 PM
More GPU raytracing!
Still just a raytraced triangle, but now rendered from a 3d camera which is controlled by mouse from egui. Also interpolating a primvar there.
Managed to get rid of Metal Kit, it was annoying to use in Rust. Now I'm using egui, it's a breeze to work with and I already know it.
January 23, 2025 at 10:08 PM