Made some further improvements. The darker scenes seem to have better quality... The output looks nice, i'm gonna try various SDF shapes #wgsl#webgpu#pathtracer#sdf
October 25, 2025 at 5:40 AM
Made some further improvements. The darker scenes seem to have better quality... The output looks nice, i'm gonna try various SDF shapes #wgsl#webgpu#pathtracer#sdf
this is a big question - the project is called Daedalus, it's been my baby for a couple years, it's a pathtracer that mostly uses SDFs for scene geometry - there are a lot of pieces and I have written a lot about it on my site here, happy to answer any more specific questions if you have them
this is a big question - the project is called Daedalus, it's been my baby for a couple years, it's a pathtracer that mostly uses SDFs for scene geometry - there are a lot of pieces and I have written a lot about it on my site here, happy to answer any more specific questions if you have them
In the previous version, there were mathematical calculation errors, and various corrections have been made. it's getting better but the look has totally changed... #wgsl#webgpu#pathtracer#sdf
October 14, 2025 at 5:35 AM
In the previous version, there were mathematical calculation errors, and various corrections have been made. it's getting better but the look has totally changed... #wgsl#webgpu#pathtracer#sdf
been a couple years since I wrote a dumb pathtracer-in-a-shader; felt that itch again and decided to brush off the cobwebs by 'covering'/'blatantly ripping off' noby's brilliant 10yo 4k www.youtube.com/watch?v=9r8p...
September 4, 2025 at 5:08 PM
been a couple years since I wrote a dumb pathtracer-in-a-shader; felt that itch again and decided to brush off the cobwebs by 'covering'/'blatantly ripping off' noby's brilliant 10yo 4k www.youtube.com/watch?v=9r8p...
And even using Unreal Engine, I’d want to use pathtracer renders if possible instead of real time renders for backgrounds. They’d look much better in the comp.
August 26, 2025 at 11:43 PM
And even using Unreal Engine, I’d want to use pathtracer renders if possible instead of real time renders for backgrounds. They’d look much better in the comp.
Hm... guess I will finally learn Rust. Have started YEARS ago but somehow stopped, I think I didn't like some syntax? Well, who knows. Now, not yet sure what to do for a starter/intro project. Goto is usually the humble Mandelbrot or a Ray/Pathtracer... 🤔
August 15, 2025 at 5:44 PM
Hm... guess I will finally learn Rust. Have started YEARS ago but somehow stopped, I think I didn't like some syntax? Well, who knows. Now, not yet sure what to do for a starter/intro project. Goto is usually the humble Mandelbrot or a Ray/Pathtracer... 🤔
Another showcase of new PathTracer for a Sparse Voxel Octree Directed Acyclic Graph with a depth of 16. The pathtracer is rendering the normals of a voxel scene. #voxel#gamedev#indiedev
July 17, 2025 at 10:37 AM
Another showcase of new PathTracer for a Sparse Voxel Octree Directed Acyclic Graph with a depth of 16. The pathtracer is rendering the normals of a voxel scene. #voxel#gamedev#indiedev
Personally I've been mostly doing photorealism on desktop which doesn't really strongly require additional baked AO. Current lightmapper in 4.5 already closely matches cycles pathtracer and I can use SSAO if I need extra fake shadowing. Baked AO would be a nice addition for more control of course
June 26, 2025 at 8:22 PM
Personally I've been mostly doing photorealism on desktop which doesn't really strongly require additional baked AO. Current lightmapper in 4.5 already closely matches cycles pathtracer and I can use SSAO if I need extra fake shadowing. Baked AO would be a nice addition for more control of course
only after getting wasted do i suddenly start heavily plotting out the technical design for a performant slit-scan-based spectral pathtracer for that old funny SSTV game prototype of mine, wtf
(pic is old but relevant to this project i'm picking back up)
June 19, 2025 at 7:42 AM
only after getting wasted do i suddenly start heavily plotting out the technical design for a performant slit-scan-based spectral pathtracer for that old funny SSTV game prototype of mine, wtf
(pic is old but relevant to this project i'm picking back up)