MΛX
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m4xc.bsky.social
MΛX
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.

https://m4xc.dev/
Thank you! :)
Yes, we are fortunate to have access to PS5 development through our Uni.
July 3, 2025 at 6:45 PM
A big optimization I worked on after my last post was making our voxelizer lazy. So, it only updates parts of the scene that changed. This made a huge difference for our performance and allowed us to push for larger level sizes!
Below is a high-level drawing of how it works:
July 2, 2025 at 7:02 PM
The engine supports both PC and PS5 through a platform-agnostic render graph I wrote.
It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean.
Below is a code snippet showcasing the interface :)
July 2, 2025 at 7:02 PM
I'm assuming that by cluster you're referring to a voxel brick in this context :) (correct me if I'm wrong)
If each brick has its own transform. Couldn't that result in gaps between the bricks? Do you do anything to combat that, or is it not an issue?
June 4, 2025 at 1:44 PM
Awesome work, the demo looks amazing! :)
I'm curious what is the voxel size difference between LODs?
Does one brick in LOD1 cover 4x4x4 bricks in LOD0?
Or does it cover 2x2x2 bricks in LOD0?
June 3, 2025 at 8:09 PM
Hey, sorry for my late response, I’m happy you enjoyed reading my blog post :)
I don’t currently have an RSS feed, I always share the posts on socials instead.
But I might look into RSS sometime.
May 9, 2025 at 2:16 PM
Here's a video showcasing the demo we created using the engine, to showcase our engine is capable of being used to make actual games! :D
April 16, 2025 at 2:57 PM
It’s interesting to see the CWBVH performing worse here. If I remember correctly it usually outperforms the others right?
March 3, 2025 at 11:20 AM
With RC we store intervals for every probe (intervals are rays with a min and max time)
They are represented as HDR RGB radiance and a visibility term which is either 0 or 1.
Here’s the discord link :)
discord.gg/6sUYQjMj
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January 16, 2025 at 11:48 PM
That’s correct :)
GT stands for Ground Truth, it’s the brute force correct result which I want to achieve.
January 16, 2025 at 11:48 AM
Now I'm working on integrating a multi-level hash grid for the Surfels based on NVIDIA's SHARC and @h3r2tic.bsky.social's fork of kajiya. Here's a sneak peak of the heatmap debug view :)
January 15, 2025 at 6:28 PM
I think that this is indeed the best next step, the acceleration structure I have right now is starting to become the bottleneck.
Thanks for the tip!
It’s time for an upgrade :)
January 2, 2025 at 11:55 AM
Thanks! We have a discord community where you can ask questions in case you get stuck :)
Warning: once you go RC there’s no going back :p (jk)

discord.gg/DezF3NF3
Join the Radiance Cascades Discord Server!
Check out the Radiance Cascades community on Discord – hang out with 574 other members and enjoy free voice and text chat.
discord.gg
December 23, 2024 at 11:42 AM