Karl

Karl

@hexaquo.at

Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change. Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin

1.3K followers971 following214 posts

Karl reposted

We optimized draw calls by 99% (lol) in Hidden Folks 2 by writing some tools to find all textures used in a level, generate a level-specific atlas, and replace individual texture references with atlas textures. Thread below 🧵👇🏼 #godotengine

Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way. There's not much info about the RenderingServer online, so I wrote about it: hexaquo.at/pages/using-...

Karl reposted

'A simple (perfect) life' - my spring landscape is finally finished! An apple orchard in bloom, old railway, sheep with their lambs and an allotment being prepared for growing :) Zoom in to see all the other tiny details too... I think this might be my favourite aerial embroidery I've ever done!

Lens Flare update: exposed all configurable parameters now. There's probably still a lot of potential for performance optimization, but I'd say it's somewhat usable :) You can check it out here, should work in any project (though requires some HDR care): github.com/kb173/godot-... #Godot #gamedev

Karl reposted

Gaussian splats are quite the rage lately (for good reason). Yet the technique is actually quite old!
 35 years ago, Lee Westover created the worlds first splat with the “UNC Head” dataset. A high-res CT scan...much too detailed for computers at the time.

More work on procedural lens flares in #Godot. If you want to have a look at the (still very messy!) code: github.com/kb173/godot-... Outline of how it works: 1. Clip bright spots from the rendered image 2. Warp these spots to create ghosts and a halo 3. Blur 4. Overlay based on a dirt texture

Karl reposted

I often talk about bent normals for billboards, and I keep having to mention the "if (!FRONT_FACING) NORMAL = -NORMAL" workaround for correct backface lighting. I realized I could fix that myself, so I opened a PR for an intuitive material option and render_mode: github.com/godotengine/... #Godot

Karl reposted

Replying to @rystorm.com

I’m now seeing a talk about large scale vegetation rendering in Godot, by Karl Bittner. He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev It even has an in-browser 3D viewer in which you can try different seeds for the trees!

🔜 #GodotFest Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :) #godot #gamedev

Karl reposted

Trying out 2 different approaches to leaf rendering on trees. The first is a custom mesh, where each quad of the mesh is extended along the normals. The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh. #GodotEngine

Karl reposted

So-called #genAI means the abolition of the future through the proliferation of endless streams of stochastically rendered generic pasts. Having turned large parts of the cultural archive into training data, it now traps us in a foreverized pastness, a 24/7 nostalgia for a past that never existed

QuoProQuid@quoproquid.bsky.social

have just come across a YouTube account that has been using Sora to upload reels of fake, AI-generated “90s sitcoms” every few hours

Karl reposted

This is not only introducing a new approach to OIT, but it's a comprehensive overview of various OIT techniques and a history of transparency in COD. One thing that seems to be missing is CPU-side depth sorted transparency, which I implemented in SHG's COD branch and IIRC Treyarch had also

ceruleite.bsky.social@ceruleite.bsky.social

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....

Karl reposted

Every lens leaves a blur signature—a hidden fingerprint in every photo. In our new #TPAMI paper, we show how to learn it fast (5 mins of capture!) with Lens Blur Fields ✨ With it, we can tell apart ‘identical’ phones by their optics, deblur images, and render realistic blurs.