jb

jb

@jbakergraphics.bsky.social

Previously Engine/Rendering Tech @idSoftware interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics Co-organizer of Graphics Programming Virtual Meetup Project writeups, blog posts: https://jbaker.graphics/index.html

2.7K followers1.1K following904 posts

jb reposted

Starting a new project? Turn on and enforce the following right now: -sRGB for all rendertargets and source textures. -premultiplied alpha in both textures and blending. -fixed-point world time and world position. Retrofitting these after the fact is a giant pain. Learn from my (repeated) fail!

jb reposted

Long exposure of clouds moving over the #BrucePeninsula, Ontario at sunset for #StunDay The sunlit lower level clouds are moving in a different direction than the higher level clouds. #BruceCounty #ECK #photography #LongExposureProject

changes in aperture from the reference design, f/8 closed down four stops, corresponding changes in DoF and chromatic aberration

jb reposted

and finally, here is an image rendered through this lens, with pupil sampling using a precomputed 1D LUT in a radially symmetric sample space, to integrate all the incident radiance through the aperture for each pixel

jb@jbakergraphics.bsky.social

working on 2D sectioned illustrations in the style of Smith's Modern Optical Engineering - smooth line renderer resolves in a couple ms and only needs to update on parameter changes, so I think it's a nice per-element color-coded visual

and finally, here is an image rendered through this lens, with pupil sampling using a precomputed 1D LUT in a radially symmetric sample space, to integrate all the incident radiance through the aperture for each pixel

jb@jbakergraphics.bsky.social

working on 2D sectioned illustrations in the style of Smith's Modern Optical Engineering - smooth line renderer resolves in a couple ms and only needs to update on parameter changes, so I think it's a nice per-element color-coded visual

jb reposted

...and I added token-beam to poline-orbits.color.pizza so you can see your colors in action!

David Aerne@meodai.color.pizza

ray-color 0.4.0 now supports bloom! Its the only setting affected by the camera 🥲 but it looks SO good and makes tuning a palette slightly a joy. Show me your palettes! > meodai.github.io/ray-color/

jb reposted

oh damn i do appear to be making a code-centric daw. still enjoying making it, slow/incremental as that process is. i do find that the more i visualize stuff, the more i like it. really makes me wonder why we didn't historically integate live data viz into more *code* editors.

working on 2D sectioned illustrations in the style of Smith's Modern Optical Engineering - smooth line renderer resolves in a couple ms and only needs to update on parameter changes, so I think it's a nice per-element color-coded visual

jb@jbakergraphics.bsky.social

fisheye, peripheral rays showing a lot of chromatic aberration which is really cool

jb reposted

Another little tool built on top of @meodai.bsky.social's Cusp Hanger to create palettes for generative systems. One ground colour plus foregrounds grouped by contrast. It generates a smooth ramp per hue and selects colours off that ramp by measured contrast.

going with a cone type geometry for the lights, basically occlusion checks to a disk of a certain radius after an angular threshold check, see if you intersect with the scene before that distance