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#raytracing — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #raytracing, aggregated by home.social.

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  1. Nvidia DLSS 4.5 Set for August Launch at Gamescom

    Nvidia confirms Gamescom GeForce On stream for Aug 25 with DLSS 4.5 Ray Reconstruction rollout expected across all RTX GPUs

    pulseofnations.lol/nvidia-dlss

    #AI #Dlss #Gamescom #Gaming #Gpu #Nvidia #RayTracing

  2. I've put a README on my pure #zig #fits library now that it is mature enough to do a great many things with binary tables:

    codeberg.org/astro-group/zfits

    You can even compile this library to #wasm for FITS in the browser. It's used in my kerrz #blackhole #raytracing demo and lets you download Cunningham's transfer function tables computed on your phone!

    cosroe.com/kerrz/wasm.html

  3. Writing your own ray tracer is fun bordering on wasting time.
    Actually using it later to create by modifying basic parts of the tracer is so validating: I have the last word, world! My pointless experiments do lead to something!

    gitlab.com/dcz_self/sciema

  4. My #CommodoreAmiga running DKBTrace.

    CHESS.DAT (Ville Sari, March 1991), scene took two days to render on my 7.14MHz 68000 based Amiga 1000. Rendered as HAM6 320x400.

    #raytracing #pixelart #retrocomputing

  5. Noob question about Monte Carlo #raytracing for volume rendering! If I trace a ray through a fog volume, it bounces around a couple times and then exits the volume. But the probability of it exactly hitting the point light source after that is literally zero, so no ray ever contributes any light to the pixel.

    How is this supposed to work? Do I trace a circular cone roughly covering the pixel or something? And how does that work in the case of an orthographic camera and parallel light source?

  6. Weekly Update from the Open Journal of Astrophysics 01/08/2026

    It’s time once more for another Saturday update of activity at the Open Journal of Astrophysics. Since the last update we have published a further three papers, bringing the number in Volume 9 (2026) to 163 and the total so far published by OJAp up to 611.

    I continue to include the posts made on our Mastodon account (on Fediscience); these announcements also show the DOI for each paper.

    The first paper to report this week was published on Tuesday 28th July in the folder Cosmology and Nongalactic Astrophysics. “The Origins of the Bulk Flow” by Richard Watkins & Trajan Clark (Willamett U., USA) and Hume A Feldman (U. Kansas, USA) analyzes the origin of large-scale bulk flow using the CosmicFlows-4 catalog, finding that it is largely influenced by structures beyond 200 h-1 Mpc, challenging previous assumptions.

    The overlay for this paper is here

    You can find the officially accepted version on arXiv here and the announcement on Fediverse here:

    https://fediscience.org/@OJ_Astro/116996665639765936

    The second paper for this week, also published on Tuesday 28th July in the folder Cosmology and Nongalactic Astrophysics is: “Enhancing weak lensing redshift distribution characterization by optimizing the Dark Energy Survey Self-Organizing Map Photo-z method” by A. Campos (Carnegie Mellon U., USA) and the DES collaboration (113 authors). This study improves the Self-Organizing Map methodology for estimating redshift distribution in galaxies, notably reducing overlap between redshift bins, in preparation for the Dark Energy Survey Year 6 data.Abstractfor Enhancing weak lensing redshift distribution characterization by optimizing the Dark Energy Survey Self-Organizing Map Photo-z method.

    The overlay looks like this:

    The official version of the paper can be found on arXiv here and the Fediverse announcement here:

    https://fediscience.org/@OJ_Astro/116996724358408451

    The third paper of the week, published on Thursday 29th July in the folder Instrumentation and Methods for Astrophysics is “The Ray Tracing Sampler: Bayesian Sampling of Neural Networks for Everyone” by Peter Behroozi of the University of Arizona (USA). This paper presents a new family of Markov Chain Monte Carlo sampling methods based on ray tracing, offering higher resilience to heating for stochastic gradients and other advantages.

    The overlay for this one is here:

    The final, accepted version can be found on arXiv here and the Mastodon announcement is here:

    https://fediscience.org/@OJ_Astro/117002484725569972

    That’s all for this week. It’s been a bit slower than previous weeks no doubt because of the holiday season.

    #arXiv240800922v2 #arXiv251025824v2 #arXiv251203168v4 #BayesianMethods #BulkFlow #Cosmology #CosmologyAndNonGalacticAstrophysics #DarkEnergySurvey #DiamondOpenAccess #DiamondOpenAccessPublishing #GalacticOutflows #InstrumentationAndMethodsForAstrophysics #MarkovChainMonteCarlo #neuralNetworks #OpenAccess #OpenAccessPublishing #peculiarVelocities #PhotoZ #PhotometricRedshifts #rayTracing #SelfOrganizingMaps
  7. "lily1.dat" rendered in DKBTrace 2.12, in HAM6 mode on a #CommodoreAmiga 1000. #raytracing #retrocomputing. Render time: 22 hours.

  8. This paper won 3rd-place Wolfgang Straßer Award (Best Paper) at High-Performance Graphics 2026! 🏆

    Watch the presentation ⬇️

    youtube.com/live/h2V8YyfKCVs?t

    #HPG2026 #GPU #RayTracing

  9. Tip I keep giving people about #ComputerHardware that I wonder if anyone has a counterpoint too...

    A #GraphicsCard is still a Graphics Card, even if it's old or low end. Even the obsolete #NVIDIA 1050 in my laptop can render billions of polygons at 60fps, more if I give it external cooling, and is capable of every major shader operation, short of #Raytracing, that a newer card is: other than a potentially heavy short-term load like #Resonite and #Blender can throw when you're building something complicated, the only useful thing my cards are short on is #VRAM. Hell, even the embedded #GPU in the old i7 #CPU, and the #iGPU in my desktop's #AMD 7600 can run less intensive games like Black Mesa without many issues. (I know this because I've run them with the graphics card deactivated, I actually can't get Black Mesa to run with it.)

    If you're building a computer and don't know what to get, just get the cheapest graphics card that meets your VRAM needs. (Probably at least 8GB with how unoptimized User Generated Content in spaces like Resonite can get, or how unoptimized "professional" developers have gotten)

    Outside of specific issues, there's really not much need to get the high tier or later cards, unless you know a specific need for it: the 5 year old mid-tier will give you a passable experience in the majority of cases, and will likely have fewer driver/compatibility issues anyway. Newer and higher tier is just not worth another few hundred dollars these days.

    Someone else may have a reason I'm wrong though: I'm open to a reason this is bad advice.

  10. 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!

    youtube.com/watch?v=RM4xglHHYtY

    #Godot #Vulkan #RayTracing

  11. Raytracing vs. Pathtracing im Pragmata‑Benchmark:

    - Verschiedene Implementierungen wurden unter identischen Szenarien gemessen.
    - Pathtracing liefert deutlich realistischere Bilder, kostet aber bis zu 3‑mal mehr Renderzeit.
    - Moderne Raytracing‑Kerne schließen die Lücke, erreichen meist 30 % höhere Framerates bei akzeptabler Qualität.

    #Raytracing #Pathtracing #Rendering #OpenSource #Privacy

    🔗 news.google.com/rss/articles/C

    🚀

  12. ألعاب الـ Ray Tracing على الحاسوب تصعد بجودة الرسوم إلى مستوى جديد. Epic Games نشرت قائمة بأبرز العناوين التي تستفيد من الإضاءة الديناميكية والظلال الواقعية، مع توضيح متطلبات الأجهزة لتجربة سلسة.

    - الضوء يصبح أكثر طبيعية
    - الانعكاسات تتفاعل مع المشهد
    - تحتاج GPU تدعم RTX أو DLSS

    #RayTracing #Gaming #EpicGames #PCGaming #تقنية

    🔗 news.google.com/rss/articles/C

  13. Did you notice the look of Unreal 6 in the Rocket League trailer? I'm pretty sure we're looking at UE6 rending in real-time path tracing mode, not regular Lumen.

    Let me tell you why I believe so, and go over how this new version of the popular game engine will affect the gaming industry

    youtube.com/watch?v=B0z6EguPu-M

    #ue6 #unreal6 #unrealEngine #pathTracing #rayTracing #lumen #graphics #gaming #gameDev #rocketLeague #fortnite #ps6 #xboxHelix #rtx #videos

  14. Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.

    SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent material types, with real-world gains ranging from 11-24% in path tracing to 40-50% in high-divergence scenarios.

    github.com/KhronosGroup/Vulkan

  15. youtube.com/watch?v=PKsI-00DAvA

    DIY spectral path tracer replaces RGB with wavelengths of light.
    Presented by e10b
    11:36

    ---
    > Most renderers treat color as RGB. But real light is a spectrum, so in this video I simulate light using wavelengths, dispersion, glass, caustics, & the physics that makes color appear.

    Code:
    github.com/e10b/light

    Site:
    e10b.us

    #physics #programming #rendering #simulation #raytracing #pathtracing #spectralrendering #computergraphics #rust #gamedev

  16. Le portage de Control pour iPhone est une réussite, avec de beaux effet de ray tracing dlvr.it/TSWc9f #ControlGame #RayTracing

  17. Playing around with some Boing-alikes on different retro platforms today. Here's Shiny Bubbles from Xanth for the Atari ST, who also famously made the FujiBoink! demo.

    Running on my 4MB 520STm. 60fps smoothness is lovely.

    #AtariST #Atari #Atari520ST #Xanth #Boing #ShinyBubbles #raytracing #vintagecomputing #retrocomputing #retrocomputers #video #CRT #nostalgia #AppleII #computerrooom #ByteCellar