James McLaren
selfresonating.bsky.social
James McLaren
@selfresonating.bsky.social
Bearded Code Monkey.
Currently helping make Decima tick at Guerrilla Games.
Previously Engine Tech Wizard at Q-Games. My opinions are my own.
Reposted by James McLaren
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by James McLaren
November 21, 2025 at 9:00 AM
Reposted by James McLaren
Check out the latest from one of Kyoto's greatest!
Excited to announce that #AWAYSIS is coming to Xbox Game Pass right from day one for Series X|S, and PC.

We dropped a new trailer to celebrate as part of the ID@Xbox Fall 2025 Showcase.

youtu.be/QpgTfqxKbNk?...

#indiedev #gaming #gamedev
AWAYSIS - Coming 2026
YouTube video by ID@Xbox
youtu.be
October 29, 2025 at 3:53 AM
Reposted by James McLaren
I am in awe at how good Ghost Of Yōtei looks, but I have two very small pronunciation notes for my dear friends at SP:

0) 怨霊 is in no way pronounced アンリオ. Please don't

1) the game isn't called Ghost of 予定. That is a very different game where you find ways to not show up for plans with friends
July 12, 2025 at 7:02 AM
Reposted by James McLaren
O wow, ReSTIR keeps giving. Awesome stuff.
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
June 19, 2025 at 10:18 AM
Reposted by James McLaren
#SIGGRAPH - Save the date - Advances in Real-Time Rendering in Games will be Tue, Aug 12 - a full day course in 2 parts (Part I - 9am-12:15pm, Part II - 2pm-5:15pm).

Stay Tuned for the program and the speakers - the line up is very strong this year!
June 12, 2025 at 4:08 AM
Reposted by James McLaren
Introducing GLSL Captcha.
Pass the test by guessing the correct output for the GLSL shader code:
glsl-captcha.vercel.app
June 12, 2025 at 5:10 PM
Reposted by James McLaren
Hey graphics friends, has anyone seen an algorithm to make a blue noise point sequence, that used a density map? (non uniform points)

I have some ideas to make some, but i am not finding any prior work and think there's a good chance it exists but im just not finding it.
June 8, 2025 at 5:34 PM
Reposted by James McLaren
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
June 10, 2025 at 3:19 PM
Reposted by James McLaren
I've been trying to wrap my head around "next event estimation" in #raytracing. What exactly is it and how does it differ from the multiple importance sampling technique, presented e.g. here? lisyarus.github.io/blog/posts/m...
Demystifying multiple importance sampling
lisyarus.github.io
June 1, 2025 at 5:58 AM
Reposted by James McLaren
Importance Sampled FAST Noise

Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers

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

Also repo: github.com/electronicar...

And published paper: jcgt.org/published/00...
May 27, 2025 at 6:54 PM
Reposted by James McLaren
is there a bit hack way to round 32-bit floats to the nearest power of two interval, given some power of two interval size?

for example,
snap interval: 1/64 (0.015625)
value: 4637/256 (18.11328125)
should yield: 1159/64 (18.109375)

I feel like there should be something better than round(v/i)*i
May 21, 2025 at 8:46 AM
Reposted by James McLaren
Alan Wolfe, William Donnelly, and Henrik Halén,
Importance-Sampled Filter-Adapted Spatio-Temporal Sampling
jcgt.org/published/00...
May 9, 2025 at 7:38 PM
Reposted by James McLaren
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
bsky.app
February 11, 2025 at 9:25 PM
This is all purest gold.
I collect Japanese posters, a thread
December 22, 2024 at 6:36 PM
Reposted by James McLaren
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 by James McLaren
The Gaussian is a nice bumpy shape, but sometimes we hope for a smooth (i.e. C∞) function like the Gaussian that is 𝒂𝒍𝒔𝒐 compactly supported.

One such class of functions is called "Bump functions"

1/6
November 29, 2024 at 9:39 PM
If the sky is not green, but the sky is blue, have a passion in a million way?

Hello Bluesky :-)
September 14, 2023 at 8:55 PM