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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
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Something I've wanted to write up for a while, this is how I wish I'd learned spherical harmonics: andrew-helmer.github.io/demystifying...
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It turns out Jolly Ranchers are strongly fluorescent under UV illumination. Bottom image taken with visible light Top image taken with 395 nm UV flashlight www.aiweirdness.com/jolly-ranche...
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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
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
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
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...and I added token-beam to poline-orbits.color.pizza so you can see your colors in action!
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/
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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
fisheye, peripheral rays showing a lot of chromatic aberration which is really cool
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Graphics Programming weekly - Issue 457 - September 27th, 2026 www.jendrikillner.com/post/graphic...
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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.
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I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T...
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