Dihara Wijetunga
@diharaw94.bsky.social
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Found a bug in the radiance caching code snippet published on my blog so went and ahead and corrected it:) (explanations and visualisations in replies 👇)
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
finally learning to draw the Nirvanna the Band boys after fifteen-odd years of staring at their faces #ntbts
We've been making our game on and off for OVER 7 YEARS! Was it worth it? here, check out the devlog going over everything that the 2 of us went through to arrive at @steampowered.com #indiegamedev #gamedev #scifi youtu.be/I6w-TjeYbKg
We Spent 7 Years Developing Our Indie Space Game Demo – Was It Worth It? [Devlog]
YouTube video by Iron Blood Games
youtu.be
WE GOT BAGELS! WOOO!
I started doing these stupid songs three years ago today. To celebrate I made this love letter to all our favorite hack frauds @redlettermedia.com Huge thanks to Josh Robert Thompson @jackpackard.bsky.social @sgtzima.bsky.social and Josh Davis for helping out! www.youtube.com/watch?v=hQqi...
A good friend of mine has been working on a SICK PvP sci-fi warship game and has a demo out on Steam NOW! Go check it out!
Warfleet Captains Demo is NOW LIVE! Jump in for massive sci-fi fleet battles #indiegame #indiegamedev #steam #scifi #game #gaming youtu.be/WSvtzUFCRVY
28 Years Later: The Bone Temple was fantastic! Less weird, experimental cinematography than the earlier film, but it’s way more focused. Also Samson rules.
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
sebastianaaltonen.com
Tired of twitchy dogfighters? It's time to command something with weight. 🚀 In Warfleet Captains, you don't fly a fighter jet—you take direct command of massive Frigates, Destroyers, and Battleships. This is tactical, heavy-metal fleet combat. #indiedev #gamedev #spacegames #scifi #steam
/noclip's YouTube discovery has dropped off a cliff in 2025 so just gonna keep posting this as it's one of our most anticipated projects in years. Also we're really proud of it. Check it out! www.youtube.com/watch?v=eH6m...
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
youtube.com
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
Spatial hashing for raytraced ambient occlusion
Subdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text…
interplayoflight.wordpress.com
Did a quick and dirty implementation of a spatial hash structure to speedup RTAO, ray results are stored in cells indexed by pos/normal/cell size and after storing a few rays occlusion can be queried from the cell instead of raytracing it. 3x faster raytraced AO for that scene with no denoising.
Capsaicin is not just for tacos, it's also our developer rendering framework! v1.3 is out now: 🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting. 🌶️ HDR support with spicier tone mapping. And much, much more: gpuopen.com/learn/gi-1-2...
Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen
AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.
gpuopen.com
Only 26 minutes? Fiiiine, I’ll rewatch PsychOdyssey then.
🚨 "The Making of Double Fine's Keeper" is now available! 🚨 Many of you have been asking for this one; we're happy to say the cameras continued to roll here at the studio during Keeper's development. Come see how this very special game came to be, from the team themselves! 😊 youtu.be/1OOfRTfMnx0
I went to meet the 'Rockstar 31', the developers who were suddenly fired from their work on GTA 6 for what the studio has described as gross misconduct. That's not what the workers call it though. They have another couple of words they prefer to use: union busting. www.youtube.com/watch?v=c9nO...
The Rockstar Workers Fired Before They Could Finish GTA 6
YouTube video by People Make Games
youtube.com
See what our research teams have been up to with our latest papers: 📝 Joint Denoising and Upscaling via Multi-branch Network. 📝 Cardioid Caustics Generation with Diffusion Models. 📝 Geometric Integration for Neural Control Variates. 📥 View here: gpuopen.com/learn/public...
Publications - AMD GPUOpen
Discover our published publications.
gpuopen.com
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
This was such an amazing experience! Now I want to play MGS2 again!
Still thinking about the Blood Incantation gig in London…
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o... I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code. (And yes it's really been 10 years 👴). therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com