New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇
One of the weirder things I made for Keeper was a faux fractal generator in substance designer. These were used as alphas for sculpting and some VFX. #gameart
Sharing my tiny #voxel editor app that I've been working on for the past year: polycube.app It has nice-looking color sliders, three different brushes and a #raytracing renderer with a built-in denoiser ✨ Looking to keep updating it, still so many things on the to-do list! 📋
Control is out on iOS now, Ray Tracing and all!
Control Ultimate Edition App - App Store
Download Control Ultimate Edition by Remedy Entertainment PLC on the App Store. See screenshots, ratings and reviews, user tips, and more apps like Control…
apps.apple.com
CONTROL Ultimate Edition is now on iPhone and iPad! 🕹️ Touch controls 👾 Reworked interface and gameplay systems 💥Great on smaller screens, while retaining the intensity and unpredictability of the original Get it on the App Store, playable across iPhone, iPad, and Mac. #CONTROLRemedy
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...
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
The #WebGPU global illumination engine is getting somewhere, now with volumetric light shafts (00:58) and fully destructible environments. Sorry about the mouse cursor, that's how you know it's real, AI would _never_.
I think most raytracing effects and denoisers don't really think about needs of fast games like shooters. For my RTGI denoiser, i put in a lot of care to get an immediately readable and stable image from the first frame after dis-occlusion. its very satisfying.
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
This was a fun quick experiment: Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically. #rendeting #metalrt
Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky. Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp). #fractals #rendering #metalrt
Ok, so I'm completely stuck trying to debug this. Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.
Render a fractal in 2 easy steps. 1. Render a sphere. 2. Render the rest of the... fractal. #rendering #metalrt
How to render a fractal in two easy steps: 1. Render a fractal. 2. Fold it into a fractal. #rendering #metalrt
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game 🥰 lisyarus.github.io/blog/posts/a...
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
Cem Yuksel's update to the teapot model looks great with a glass material! #metalrt #rendering
Super nice! The interior really helps with glass materials.
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT! meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
Naive attempt at loading the Zorah scene. Uses 200GB of RAM. With enough swap and patience, who needs optimization?.. #metalrt #rendering
Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge! (pharr.org/matt/blog/20...)
Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge! (pharr.org/matt/blog/20...)
Swallowing the elephant (part 1)
"Interesting" things almost always come to light when a software system is given input with radically different characteristics than it has seen before. I le...
pharr.org
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...
Some images showing off my improvements to my photon mapper I have integrated into truetrace The photon mapper is up on the Dev branch on the github