rgbaxyzw
rgbaxyzw.bsky.social
rgbaxyzw
@rgbaxyzw.bsky.social
20 year real-time graphics pixel peeker; currently working in video games.
Reposted by rgbaxyzw
You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible.
Part 2 will come next week.
momentsingraphics.de/Radiometry1B...
January 12, 2025 at 7:44 PM
Reposted by rgbaxyzw
Today we, a majority of video game workers at ZeniMax Online Studios and the workers behind ESO, are proud to announce the launch of our union with
@cwaunion.bsky.social! ✊
December 13, 2024 at 12:24 AM
Reposted by rgbaxyzw
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics
revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited
github.com
December 10, 2024 at 1:04 PM
Reposted by rgbaxyzw
This is getting a lot of new attention. If you like this topic, I have a newer blog post on how to make a low discrepancy shuffle iterator.
blog.demofox.org/2024/05/19/a...
September 30, 2024 at 4:16 PM
Hello friends. I have made the leap. I think maybe I will keep this account semi-anonymous.. maybe I will post more without fear of misrepresenting my employer or implicating myself in some way 😆
October 21, 2024 at 10:01 PM