George Bolba

George Bolba

@gikster.bsky.social

- Rendering Intern @TriumphStudios - Blog/Portfolio: gikster.dev - 21, he/him - From 🇷🇴

363 followers508 following118 posts

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The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄 gikster.dev/posts/Ocean-...

gikster.devOceans: Theory to ImplementationIntroduction to Ocean Rendering
George Bolba@gikster.bsky.social

Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁

George Bolba reposted

Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)

Started working on a Vulkan renderer last November but I didn't have much time to work on it due to school. I made good progress lately so I thought I'd share my progress on here since I've been "absent" for a while. I got Sponza running at ~3ms @1080p. 1 Dir Light and IBL, nothing too fancy 😄

I have an abstracted renderer for the most part, with a basic render pass system. I am planning to implement Clustered Forward+ rendering as I find it very interesting. It's currently a forward renderer btw. The code is not too great, but feel free to check it out here: github.com/Gikster007/n...

github.comGitHub - Gikster007/niji: Personal Vulkan Engine - WIPPersonal Vulkan Engine - WIP. Contribute to Gikster007/niji development by creating an account on GitHub.

George Bolba reposted

Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon

buas.itch.ioNakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, DesAn arcade FPS game, made in a custom engine - Student Project

Yesterday marked the final release of our game, Nakon. It runs on a custom engine, built for PS5 and Windows 10/11. I mainly worked on the rendering, so stuff like Cel Shading, Lighting, FXAA, PS5 backend, Optimizations and much more. You can download the game for yourself here: buas.itch.io/nakon

buas.itch.ioNakon by Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, DesAn arcade FPS game, made in a custom engine - Student Project

George Bolba reposted

Year 1 / Block B completed! Our students worked 8 weeks on a 3D Metal Gear clone, for PC and Raspberry Pi, with their own custom C++ OpenGL ES engine. Video: Work by Jack Tollenaar. Bullet Physics, skeletal animation, navmeshes, reflection probes and lots more. Amazing work.

Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁

It's definitely far from perfect, the main issue being tiling. I have a few ideas already to deal with that, hopefully during the next project :) What's left for the week is to work on documentation and the technical blog post

A small update on my Water Rendering journey. I've been busy with shading and researching how I can go from Oceans to Rivers with the integration of flow maps. I don't think I will have enough time to move to Rivers due to time constraints for the project, so I will stick to Oceans for now :P

I'm still missing foam, so that's next on the list. After, I might look into tessellation if I have time left. For this project we are also required to write a blog post detailing our work, so if you are interested stay posted as I will probably share it here once it's finished :)

George Bolba reposted

Hey there bsky! I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me! Portfolio ⬇️

I've been silent for a while, mainly because I didn't have anything interesting to show. I was busy the last couple of days implementing the Tessendorf Model for Ocean Rendering. Massive thanks to @acerola.gg for his videos which helped me a lot! Here's a video of my implementation:

George Bolba reposted

I've been using Slang these past few days for a new project I've started working on. Currently working on the rasterization pipeline, I have a cube so far :) Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo. github.com/nvpro-sample...

They also released a Slang Playground, similar to Shadertoy! Slang looks to be the future of Shader Programming. I wonder if it will be supported on Playstation and other consoles on next gen... shader-slang.com/slang-playgr...

shader-slang.comshader-slang.com

the @thekhronosgroup.fosstodon.org.ap.brid.gy didn't posted it yet so I will: The shading language Slang move from being under nvidia to Khronos. www.khronos.org/news/press/k...

George Bolba reposted

Re-posting some results I previously shared on Twitter :) These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D

Hey fellow Graphics people! For my next uni project I have decided to dive into some river rendering (pun intended lol). My current plan is to combine FFT (fast fourier transforms), commonly used in Ocean Rendering, with flowmaps. If anyone has any tips or some resources, please let me know :)

Engine update time! #graphics #vulkan - Implemented uniform buffer objects - Learned about descriptor sets, layouts and pools - Textured quad - Name still hasn't changed due to lack of a better name🫠

Didn't work a lot during the week because I was at GPC, but nonetheless a great week! Looking forward to next week where our Block B project kicks off. Might do some water rendering, probably on the PS5 👀

So the first edition of GPC is starting next Tuesday and I am wondering how many people will be there. I hear it's already become more popular than EPC which is also being held and organized by BUas. Anyway, I'm really excited for the talks and meeting some other folks within the #graphics sphere :)

A bit of an update on my Vulkan Engine: - I named it "Molten" (turns out there is a library already called moltenvk 😡) - Made some abstractions the other day so I don't stare at 1k lines of code in one file - Got Vertex Buffers up and running today - The repo is public. Feel free to give feedback!