Karl reposted
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
I spent the last month obsessed with finding colors that can't be displayed on a conventional screen. This is what I found. moultano.wordpress.com/2026/06/19/w...
Karl reposted
For anyone who couldn't make it to GodotCon, the recording of my talk "Integrating Vulkan Ray Tracing in Godot" is now up on YouTube! #Godot #Vulkan #RayTracing
Karl reposted
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
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
Implemented a variable-density Poisson disk sampler as a C++ GDExtension for #Godot: github.com/boku-ilen/go... It generates random points with a variable density, based on e.g. an image. should be very useful for scattering vegetation. based on this article: www.vertexfragment.com/ramblings/va...
Karl reposted
I just open-sourced a real-time datamosh CompositorEffect for Godot 4.4+ using motion vectors and temporal accumulation. Demo scene and presets included. github.com/goosegarden/... #Godot #gamedev
Karl reposted
Karl reposted
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
Karl reposted
The procedural lens flare and glare effect is open source, if someone wants to give it a try: github.com/kb173/godot-...
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
Karl reposted
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
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".
Finally learning CompositorEffects #Godot Lens flare based on this blog: john-chapman-graphics.blogspot.com/2013/02/pseu...
Karl reposted
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
Karl reposted
Good idea using gaussians for tiled floor vegetation: yunfan.zone/gswt_webpage/ #3dgs #gamedev #rendering
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
On my way home from #GodotFest. Thanks so much to everyone for this incredible event! Hope to see you all again soon :) My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB... And I also shared my slides here: slides.com/hexaquo/plan...
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!
Karl reposted
Karl reposted
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
Karl reposted
Sharp Bilinear Filters: big clean pixels for Pixel Art #gamedev #gamedevelopment #indiedev #pixelart #gameart
Karl reposted
Here's how to scatter objects in Blender 5.0 with just a few nodes ✨
Karl reposted
Karl reposted
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
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
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
New blog post: Outlining an alternative path to learn graphics programming. themaister.net/blog/2025/10...
Karl reposted
In light of EA's upcoming change of ownership... here's your annual reminder that Will Wright's original GDC 2005 demo of Spore was one of the most incredible game demos every presented, before the game was utterly and totally ruined by EA's meddling. www.youtube.com/watch?v=ofA6...
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
#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
It sure is windy here 🍃 Rendering is based on this great tutorial (hexaquo.at/pages/grass-...) by @hexaquo.at Placement is done with ProtonScatter (github.com/HungryProton...) by @hungryproton.bsky.social #GodotEngine #IndieDev #shader #grass #rendering
Karl reposted
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
Karl reposted
Karl reposted
Karl reposted