MΛX
MΛX
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics. https://m4xc.dev/
358 followers54 following62 posts
If you'd like to follow our progress in an audio visual format, feel free to check out our youtube channel. This is where we post devlogs every now and then :) www.youtube.com/@pyritegames
I am honored to see an article I wrote mentioned in this talk, really cool stuff! :)
An interesting idea to use surfels not only as a surface cache (PBGI), but also as a geo approx to trace against. The main use case is mobile, where triangle ray tracing isn’t widely supported in HW, and raymarching SDFs isn’t a great fit for bandwidth-limited devices. gdcvault.com/play/1035619...
We've used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :) This has been an incredibly fun experience, building this from the ground up, working together with designers and artists! Engine: youtu.be/uvLZn1X_R0Q Game: buas.itch.io/zentera
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Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgi
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Graphics Programming weekly - Issue 376 - January 26th, 2025 www.jendrikillner.com/post/graphic...
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...
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In case you're looking for the perfect university for 2025/2026: Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design. Tuition fee this year is 2530 for EU citizens. games.buas.nl
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My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that. momentsingraphics.de/Radiometry2P...
Now I'm working on integrating a multi-level hash grid for the Surfels based on NVIDIA's SHARC and @h3r2tic.bsky.social's fork of kajiya. Here's a sneak peak of the heatmap debug view :)
GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun & exciting, I did my best to briefly explain the essence of RC :) youtu.be/MONs5wMy6Rw?...
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"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
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...
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
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Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
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The first public release of tiny_bvh is now available from Github: github.com/jbikker/tiny... tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is! Feedback welcome.
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Hey everyone! I've not been completely dormant since uni started when it comes to Radiance Cascades :) I've been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It's now live :p m4xc.dev/articles/fun...
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