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#rendering — Public Fediverse posts

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

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  1. This paper was presented at the Eurographics Symposium on Rendering 2026!

    Watch the presentation ⬇️

    youtube.com/watch?v=fo6tcbUvQIo

    #GPU #workgraphs #rendering

  2. This paper was presented at the Eurographics Symposium on Rendering 2026!

    Watch the presentation ⬇️

    youtube.com/watch?v=fo6tcbUvQIo

    #GPU #workgraphs #rendering

  3. That feeling when your renderer can handle a component that outputs HTML inside link text in Markdown that’s embedded in HTML.

    (Yes, I’m bragging.)

    #Kitten #SmallWeb #SmallTech #markdown #HTML #components #web #dev #JavaScript #taggedTemplateString #rendering

  4. That feeling when your renderer can handle a component that outputs HTML inside link text in Markdown that’s embedded in HTML.

    (Yes, I’m bragging.)

    #Kitten #SmallWeb #SmallTech #markdown #HTML #components #web #dev #JavaScript #taggedTemplateString #rendering

  5. ...including some CRAZY ones! This is: Unity ShaderGraph -> MTLX -> three.js

    Amazing to see (parsing and graph rendering is slow when all 1600 nodes are on screen)

    #rendering #materialx #webdev

  6. ...including some CRAZY ones! This is: Unity ShaderGraph -> MTLX -> three.js

    Amazing to see (parsing and graph rendering is slow when all 1600 nodes are on screen)

    #rendering #materialx #webdev

  7. To fix GI light leaks through walls, my engine's probe grid now uses a BVH of the level to trace rays, flagging leaking probes and skipping their baking!
    #gamedev #indiedev #rendering #gameengine

  8. To fix GI light leaks through walls, my engine's probe grid now uses a BVH of the level to trace rays, flagging leaking probes and skipping their baking!
    #gamedev #indiedev #rendering #gameengine

  9. Holes in walls with real depth done using stencil buffer in #Godot 4.7.1.

    The only problem is walls cast shadows into the holes, so you have to change shadow bias, sacrificing contact shadows.

    This maybe could be fixed if the shadow casing could be reversed, but I coulkdn't figure that out just yet.

    Still - this might be a decent alternative to using parallax-occlusion-mapping on planes or decals, as it does not suffer from aliasing.

    #TechnicalArt #TechArt #GameArt #Shaders #Rendering

  10. Holes in walls with real depth done using stencil buffer in #Godot 4.7.1.

    The only problem is walls cast shadows into the holes, so you have to change shadow bias, sacrificing contact shadows.

    This maybe could be fixed if the shadow casing could be reversed, but I coulkdn't figure that out just yet.

    Still - this might be a decent alternative to using parallax-occlusion-mapping on planes or decals, as it does not suffer from aliasing.

    #TechnicalArt #TechArt #GameArt #Shaders #Rendering

  11. I postponed cubemap management in my engine for way too long, but I finally implemented it! ✨
    The engine now supports multiple localized cubemaps, featuring parallax-corrected reflections and smooth blending transitions between them.
    #gamedev #indiedev #rendering #gameengine

  12. I postponed cubemap management in my engine for way too long, but I finally implemented it! ✨
    The engine now supports multiple localized cubemaps, featuring parallax-corrected reflections and smooth blending transitions between them.
    #gamedev #indiedev #rendering #gameengine

  13. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

  14. I just released version 0.9 of ConsoleRenderer!

    This version increases performance for sparsely populated screens by a significant margin, thanks to @micutio!

    This version also drops support for .NET 8 in favor of .NET 10, which is the latest LTS version.

    The previous version is still very stable, so if you you depend on ConsoleRenderer and haven't moved your project to .NET 10, you can still use that without issue.

    nuget.org/packages/ConsoleRend

    #nuget #rendering #terminal #foss

  15. Ah, behold the marvel of #Jektex 0.2.0! 🎉 Now you too can enjoy the unparalleled excitement of #rendering #LaTeX at the blistering #speed of a drunken #snail 🐌. Because who doesn't love the thrill of a 10x faster side-load of basic math equations? 🙄✨
    github.com/yagarea/jektex #Update #10xFaster #HackerNews #ngated

  16. Ah, behold the marvel of #Jektex 0.2.0! 🎉 Now you too can enjoy the unparalleled excitement of #rendering #LaTeX at the blistering #speed of a drunken #snail 🐌. Because who doesn't love the thrill of a 10x faster side-load of basic math equations? 🙄✨
    github.com/yagarea/jektex #Update #10xFaster #HackerNews #ngated

  17. Adding more mesh preview options for the next Needle Inspector version:

    - Wireframe
    - Normals
    - UV
    - Blendshapes
    - Vertex Colors

    AND

    Texture and mesh picking will also be available.

    #threejs #needle #webdev #rendering

  18. So many debugging and dev goodies coming to Needle Inspector - along with full window/panel management, workspaces, improved inspector UI and much more!

    Can't wait to share this update!

    #threejs #needle #rendering #webdev

  19. Tonight we had a great jam session :) Raw and complicit !

    ... And was eager to get some sound to test my software I created for video mapping in 360° with some new inputs.

    Here is some work in progress, going for low fi feeling. Not sure yet if i'll export it as 360° degrees/vr file yet or a flat 4k video ! What do you think ? Some stuff is 2d layered, but that might be interesting too in 360 !

    #ascii #3d #rendering #livecoding #live #jam #track #gig @ascii @asciinema #noise

  20. Ich Fummel hier grad nen virtuellen Durchgang auf meinem ältlichen #MacBookPro zusammen und kann nun sicher bestätigen das es einen Unterschied zwischen einem 13 Zoll Bildschirm und zwei Prozessorkernen und einem 24 Zoll Bildschirm und 48 Prozessorkernen gibt. Andererseits lassen sich die zwei Prozessorkerne viel leichter transportieren und, hey! 10 Jahre sind doch kein Alter für nen Laptop. Der ist jetzt doch gerade erst mal warm gelaufen :) #360panorama #Rendering #OldHardware

  21. This is so cool. Using a single texture to then procedurally texture an entire environment.

    youtube.com/watch?v=pkRH_mdAP2E

    #3d #rendering