Garrett Johnson(@garrettkjohnson) 's Twitter Profileg
Garrett Johnson

@garrettkjohnson

@Woven_Toyota | @NASAJPL | #threejs, graphics, open source, and a bunch of fun projects!

ID:32826871

linkhttp://gkjohnson.github.io calendar_today18-04-2009 07:42:10

2,0K Tweets

3,8K Followers

2,4K Following

Valence 3D(@Valence3D) 's Twitter Profile Photo

Ever wondered what happens when you extrude a face? This is the visualization of the internal data structure used inside of Valence 3D.

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Dan Greenheck(@coffeecodecr8) 's Twitter Profile Photo

A few years back, I wrote a Unity package for fracturing non-convex meshes. For the past few weeks, I've been attempting to port the code to (with some help from ChatGPT). Still buggy and unoptimized, but excited to finally have a result!

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Patrick Schroen(@pschroen) 's Twitter Profile Photo

The Alien.js v1.2 motion blur is based on Garrett Johnson's Per-Object Motion Blur Render Pass, updated shader replacement and blue noise jitter with a texture map.

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Shocker(@Shocker_0x15) 's Twitter Profile Photo

寄り道して'Efficient Incoherent Ray Traversal on GPUs through Compressed Wide BVHs'を試してみている。

寄り道して'Efficient Incoherent Ray Traversal on GPUs through Compressed Wide BVHs'を試してみている。
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Cody Bennett(@Cody_J_Bennett) 's Twitter Profile Photo

Great article by Don McCurdy (@[email protected]) on the theory, concepts, and practice of emission and bloom with a brief background on relevant light transport and color theory.

donmccurdy.com/2024/04/27/emi…

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Yining Karl Li(@yiningkarlli) 's Twitter Profile Photo

It's not often that you see a small indie game build their own engine with state-of-the-art light transport and rendering; I'm really looking forward to Tiny Glade 🏰🌿 Wishlist on Steam ✨'s Tiny Glade!

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

'Real-time denoising of importance sampled direct lighting', MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/cor…

'Real-time denoising of importance sampled direct lighting', MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/cor…
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キンミライガッキ 現代支部 / FANCY FUTURE Instruments ltd.(@KinmiraiGakki) 's Twitter Profile Photo

【告知】音楽の街、下北沢に別時空の楽器店キンミライガッキが出現!

会場:砂箱砂箱|下北沢
日時:4/20-21 11:00~21:00
¥1,500で当日の入場自由

仕組みから歴史までオリジナルのガッキを捏造(つく)る楽器店が、ミカン下北に展示・LIVE・交流全て詰まったお店を2日間OPEN

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Garrett Johnson(@garrettkjohnson) 's Twitter Profile Photo

The three-gpu-pathtracer refactor is almost done! It wound up being a lot bigger than I thought but it should be much easier to use. Here's a comparison of the README setup instructions for a basic usecase. From 80 lines down to 20!

Release soon!

The three-gpu-pathtracer refactor is almost done! It wound up being a lot bigger than I thought but it should be much easier to use. Here's a comparison of the README setup instructions for a basic usecase. From 80 lines down to 20! Release soon! #threejs #webgl #raytracing
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Dylan Browne(@DylserX) 's Twitter Profile Photo

Epic added a new denoiser for Path Tracing this week, NFOR, specifically designed for sequence rendering, it appears incredibly stable compared to the default denoiser, with more normal looking noise vs the insane warbling with the default.

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Jon Bruner(@JonBruner) 's Twitter Profile Photo

We CT scanned an Apple Vision Pro! We also scanned two Meta headsets. Here’s what we found inside, and what it says about the two companies’ approach to AR/VR and to hardware development in general. 🧵

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Arseny Kapoulkine 🇺🇦(@zeuxcg) 's Twitter Profile Photo

New blog post! 'Meshlet triangle locality matters', in which we discover an unexpected efficiency property of mesh shaders on NVidia hardware, and attempt to deal with it.

Retweets appreciated!

zeux.io/2024/04/09/mes…

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Nikita Lisitsa(@lisyarus) 's Twitter Profile Photo

The next lecture in my raytracing course is all about PBR materials. We'll implement basically the standard glTF material, with Cook-Torrance BRDF, GGX distribution, etc.

This uses multiple importance sampling combining cosine-weighted hemisphere, VNDF and direct light sampling.

The next lecture in my raytracing course is all about PBR materials. We'll implement basically the standard glTF material, with Cook-Torrance BRDF, GGX distribution, etc. This uses multiple importance sampling combining cosine-weighted hemisphere, VNDF and direct light sampling.
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János Turánszki(@turanszkij) 's Twitter Profile Photo

Managed to improve the performance and quality of SSGI. Now it doesn't use dithering, but a wider uniform sampling. Also caching more stuff in groupshared memory. Still have to apply too much blur, so sadly much of the shape of shadows is lost. But pretty stable in motion now.

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