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pwong.bsky.social
@pwong.bsky.social
Interested in video games, real-time rendering, and programming

Past: Web dev and Google V8 contributor
Reposted
So we have these internal meetings with analysts convering all kinds of industries.

Them - "We are seeing shifting trends in consumer behavior driven by X, Y, and Z" in serious business speak.

Gets to me.

Me - "So there's a new game with a big monkey in a tie that runs around smashing things."
July 16, 2025 at 5:48 PM
I walked into an AO test scene
July 5, 2025 at 8:44 PM
Reposted
Meshes with 90° angles are super useful, providing asymptotically faster convergence for finite element simulation, and optimal shape approximation (when aligned with curvature).

Amazingly, no past quad meshing method could guarantee 90° angles under refinement—until now. #RSP
June 26, 2025 at 3:03 PM
Reposted
Very happy to receive a SIGGRAPH 2025 Best Paper Award (Honorable Mention) for our RSP algorithm, which dices surfaces into near-perfect rectangles.

Such meshes are useful for everything from retopology, to microfluidic simulation, to textile design, to architectural geometry.
June 20, 2025 at 10:53 AM
Reposted
Our #SIGGRAPH2025 paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions.

The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
June 23, 2025 at 3:43 AM
Reposted
📣 Ghost of Yōtei is out on October 2! 📣

Visit the PlayStation Blog to watch our new trailer and learn about Atsu's quest for revenge: blog.playstation.com/2025/04/23/g...
April 23, 2025 at 1:34 PM
Reposted
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

svraster.github.io
February 22, 2025 at 11:49 AM
Reposted
I'm very proud to announce that today NVIDIA has released our first public SDK for Neural Texture Compression (NTC)!

github.com/NVIDIA-RTX/R...

NTC exploits neural techniques to achieve 12-24x compression of PBR material textures with quality comparable or better than BC formats.
GitHub - NVIDIA-RTX/RTXNTC: NVIDIA Neural Texture Compression SDK
NVIDIA Neural Texture Compression SDK. Contribute to NVIDIA-RTX/RTXNTC development by creating an account on GitHub.
github.com
February 6, 2025 at 8:44 PM
Reposted
Over 60% of new video game buyers in the US will buy a new video game once every 6 months - or less frequently.

For video game players overall, over 75% of US video game players say that most influential characteristic of a game that will get them to play is that game is free to play.
January 30, 2025 at 3:43 PM
Reposted
December 2024 U.S. Video Game Market Highlights from Circana - December 2024 projected U.S. consumer spending on video game hardware, content and accessories declined 8.9% when compared to a year ago, to $7.5B. Spending during the 2024 year fell 1.1% compared to 2023, to $58.7B.
January 23, 2025 at 2:03 PM
Reposted
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM
Reposted
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
Reposted
It's about you.

Thank you for 30 years of play 💙
30th Anniversary | Thank You
YouTube video by PlayStation
www.youtube.com
December 2, 2024 at 3:03 PM
Believe it or not, you can fit everything you want in a 32-bit atomic operation by simply pacing around the house, mumbling to yourself and then yelling "eureka".
November 26, 2024 at 8:42 PM
Reposted
October 2024 U.S. Video Game Market Highlights from Circana - Projected October 2024 total U.S. spending on video game hardware, content and accessories grew 10% when compared to a year ago, to $4.7 billion. Year-to-date spending is now 1% above a year ago, at $45.4 billion.
November 22, 2024 at 2:00 PM
Reposted
It might be worth to look for opportunities in shaders to reorder and group fp operations by type (float, float4 etc) to reduce instr count, the compiler won't do it in case it affects the result. This doc explains why docs.oracle.com/cd/E19957-01..., an eg of this in action onlinegdb.com/LbMSY_h_I
What Every Computer Scientist Should Know About Floating-Point Arithmetic
docs.oracle.com
November 19, 2024 at 5:45 PM
Just watched EP 7 of Dandadan

Gawd damn

Lived a lifetime of emotion in 20min

#dandadan
November 16, 2024 at 9:16 PM
Reposted
Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
mangosister.github.io
November 15, 2024 at 6:19 PM
Reposted
Absolutely huge list of (mostly) graphics related resources, not all links are still active but you're bound to find something interesting in there tfpsly.free.fr/bookmarks.html
Technical links
tfpsly.free.fr
November 12, 2024 at 4:31 PM
Finally playing Alan Wake 2 for the first time. Barely in Chapter 2 and it’s soooo good.
Unfortunately, ran into a major game progression blocker: Photo Mode 😭

Thank you @remedygames.com
November 14, 2024 at 5:48 AM
Reposted
So cute. Yet so close to the power button...
November 13, 2024 at 8:24 AM
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Here’s a great article from Howard Oakley that dives into the M4 chip family’s P cores. One interesting finding is that M4 appears to be much more aggressive at moving threads between P/E cores than previous Apple Silicon generations.

eclecticlight.co/2024/11/11/i...
Inside M4 chips: P cores
Details of their frequency, ISA, power use, and how macOS allocates threads to P cores and relocates them. Supported by data from an M4 Pro.
eclecticlight.co
November 11, 2024 at 8:36 AM
Reposted
I am at the 4th iteration on the pixel inspector and light path debugging tool. Eventually I moved the path collection to the GPU, so I don't have to toggle between CPU and GPU rendering, making the visualization fully interactive.

youtu.be/eAmHrEQx9Ng?...
Path tracing: light paths visualization
YouTube video by Max Liani
youtu.be
November 11, 2024 at 6:47 AM
Reposted
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021

github.com/TheRealMJP/S...
GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021
SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.
github.com
November 4, 2024 at 2:20 AM
Reposted
Recently I've started tinkering with neural networks, here is an MLP with 7 input nodes (light dir, normal and shadow), 2 hidden layers of 16 nodes and 3 output nodes "learning" the scene lighting as I move the light around. Not really a very useful NN but easy to put together and good for learning.
October 27, 2024 at 5:30 PM