OCASM
ocasm.bsky.social
OCASM
@ocasm.bsky.social
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Graphics Programming weekly - Issue 417 - November 15th, 2025 www.jendrikillner.com/post/graphic...
November 17, 2025 at 2:55 PM
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Oh hey, path traced Max Payne 2. In VR.
November 13, 2025 at 4:54 PM
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
September 30, 2025 at 1:08 AM
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Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
September 22, 2025 at 1:41 PM
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Just stumbled upon this ancient PcPersective article on real-time ray tracing.. In 2008. :)
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
September 18, 2025 at 5:45 PM
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I wish more game studios realized that asset fidelity, where most of development budget goes today, is way less important than framing, lighting & atmosphere.

Lo-fi assets + hi-fi cinematography is going to be a key style in the coming years.

src: x.com/manofdutch/s...
September 4, 2025 at 2:45 PM
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Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
www.youtube.com
September 3, 2025 at 7:54 PM
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Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
blog.selfshadow.com
August 14, 2025 at 8:44 PM
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Graphics Programming weekly - Issue 403 - August 10th, 2025 www.jendrikillner.com/post/graphic...
August 11, 2025 at 12:53 PM
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com
August 9, 2025 at 9:15 AM
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It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

Check out all the details here: advances.realtimerendering.com/s2025/index....

and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
August 6, 2025 at 5:53 AM
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New at #SIGGRAPH2025:

Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.

Find the paper and implementations here:
github.com/jakericedesi...
July 29, 2025 at 12:16 AM
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Graphics Programming weekly - Issue 400 - July 20th, 2025 www.jendrikillner.com/post/graphic...
July 22, 2025 at 3:38 PM
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i can't believe we still live in a galaxy where cinematographers and directors think it's okay to use this kind of color palette.

For me, at least, it calls attention to itself, breaking suspension of disbelief.
July 22, 2025 at 11:56 PM
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For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.

www.youtube.com/watch?v=T1tX...
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
www.youtube.com
July 19, 2025 at 4:27 PM
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New article on my site: HyAB k-means for color quantization

In which I try to improve color clustering with a different distance function. It's a simple technique in the end but it's pretty hard to evaluate if it's an improvement or not!

30fps.net/pages/hyab-k...
github.com/pekkavaa/HyA...
July 9, 2025 at 5:56 PM
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All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
July 3, 2025 at 6:45 PM
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Remember kids, the save button used to be a real, physical object.
June 20, 2025 at 5:00 PM
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June 10, 2025 at 6:43 AM
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Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
June 11, 2025 at 12:58 AM
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Do you like voxels and implicits' representations and wish you could animate them in real-time?
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
June 3, 2025 at 5:52 PM
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Wake up babe, new "NO CGI" Is Really Just INVISIBLE CGI" episode just dropped. www.youtube.com/watch?v=hniW...
"NO CGI" is really just INVISIBLE CGI (5/5)
YouTube video by The Movie Rabbit Hole
www.youtube.com
June 2, 2025 at 11:10 PM
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Impressive how he does that in so little time

Even Fourier is covered!

youtu.be/xDLxFGXuPEc?...
CD / Blur
YouTube video by Captain Disillusion
youtu.be
May 22, 2025 at 4:18 PM
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It's finally time to announce my game: Island Architect!

Sculpt seaside towns in Island Architect, a relaxing builder inspired by coastal Europe. Build winding streets, whimsical towers, or calm fishing villages in this cozy experience.

Wishlist now on steam: store.steampowered.com/app/3079100/...
May 20, 2025 at 3:15 PM
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A new blog post on our N64 demo: 30fps.net/pages/palett...

It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!
May 17, 2025 at 10:55 AM