David Peipei
@davidpei.bsky.social
Real time Graphics Engineer working on Wonderland Engine. On the side I do WebGPU pathtracing and lightmapping 💫 in rust 🦀 https://davidpeicho.github.io/about
Rendering the amazing "Lone monk" scene by Carlo Bergonzini in Albedo (#rust #webgpu pathtracer). Scene export isn't perfect, speed isn't good enough, but pretty happy with the results already.
Safari successfully broken with my latest raytracer build. It went as far as destroying the entire dev tools panel 😅
Demodulated vs final, renders in real time. So addictive to look at those!
Really wish wasm-bindgen gen boilerplate code to write a struct from js to read into rust Wasm, without allocating an object or the need to free a pointer. * Give some pointer to temp memory * wasm-bindgen write the js objects (Pod fields) to pointer * Rust has access to the struct via the pointer
Looks like Chrome DevTools now include an "AI summaries for console messages". I wish I got natvis / LLDB formatters instead, which seems to be slightly more useful to debug WASM code 😅
Antialiasing upscaler first attempt. It's too blurry under motion, and some NaNs are showing to mess up with me. Let's see if I can make that sharper
Added a sun based on Hosek Wilkie. Irradiance is pre-computed for the pathtracing NEE. The temporal lag makes changing the time actually kinda nice to look out. Nice artifacts, totally wanted :) #webgpu
Albedo is getting a UI. The editor data model allows linking scenes, similar to prefabs in Unity I assume. Everything can be linked
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-...
Just released a new version of github.com/DavidPeicho/... * Removes the "basic" API in favor of the "advanced" API provided by #tinybvh. * Unifies layouts build * Safer usage This version is API-breaking, but the library was still tagged as beta 😄 Will probably hit 0.1.0 soon this time!
GitHub - DavidPeicho/tinybvh-rs: Rust wrapper for the tinybvh libary
Rust wrapper for the tinybvh libary. Contribute to DavidPeicho/tinybvh-rs development by creating an account on GitHub.
github.com
Haven't been improving tinybvh-rs much lately, but catching up soon! Unfortunately, compiling a rust crate depending on tinybvh-rs is painful if you don't want to use emscripten. I just decided to not use tinybvh in wasm rust anymore, slowing down my progress on tinybvh-rs.
First time that I think that rust tooling needs some work: The WebAssembly support with a dependency in C++ is not yet nice to use. Using wasm32-unknown-emscripten also means not using wasm-bindgen
I have a #rustlang dependency building a C++ library. Want to compile my project to the wasm32-unknown-unknown target. I feel like I have no choice than making a wasm module out of the C++ dependency itself?
Demodulated vs non-demodulated albedo. Need to manually interpolate the texture atlas to get rid of the sampling artefacts tho.
TinyBVH has been updated to 1.2.5 on main. New: TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU. #RTXoff github.com/jbikker/tiny...