Mirko (@mirko_salm) 's Twitter Profile
Mirko

@mirko_salm

Graphics Programmer / Tech Artist. He/Him.
💙💛 💚❤️🤍🖤 💙💗🤍💗💙 🤎🖤

ID: 1000699416

linkhttp://www.shadertoy.com/user/TinyTexel calendar_today10-12-2012 02:20:43

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Thousands Layered Blade: Reforged (@sensonoken) 's Twitter Profile Photo

not actually a #devlog A step by step from solid model, to shaded, overlaid, and finally postprocessed, hopefully video compression wont butcher the brush stroke details in the final result #madewithunity #unity3d #indiegames

Björn Ottosson (@bjornornorn) 's Twitter Profile Photo

Finally time to make work on rendering for my cozy town building game. I just got screen space ambient occlusion working, using Mirko's GT-VBAO. I've known this for a long time, but it still amazes me how much of a difference ambient occlusion makes

Björn Ottosson (@bjornornorn) 's Twitter Profile Photo

I'm working on a AO and GI for my game. For that reason I'm extending Mirko's GT-VBAO (based on Olivier Therrien's work). I've done two things so far: - Sampling a distant light instead of computing AO - Added a heuristic for estimating occluder thickness Details and links below

I'm working on a AO and GI for my game. For that reason I'm extending <a href="/Mirko_Salm/">Mirko</a>'s GT-VBAO (based on <a href="/volfaze/">Olivier Therrien</a>'s work). I've done two things so far:
- Sampling a distant light instead of computing AO
- Added a heuristic for estimating occluder thickness

Details and links below
Arseny Kapoulkine 🇺🇦 (@zeuxcg) 's Twitter Profile Photo

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Retweets appreciated :) Link in reply because algorithm.

John Hable (@filmicworlds) 's Twitter Profile Photo

New post: Upsampling via Multisampling. The goal is to use an MSAA target in an interesting way for doing a 4x area upsample. filmicworlds.com/blog/upsamplin…

Vlad Erium 🇯🇵 (@ssh4net) 's Twitter Profile Photo

Uniform Sampling of Surfaces by Casting Rays Selena Ling Selena Ling 凌子涵, Abhishek Madan, Nicholas Sharp, Alec Jacobson Alec Jacobson (Adobe Research, @NVIDIA, University of Toronto) arxiv.org/pdf/2506.05268 Abstract: Randomly sampling points on surfaces is an essential

Uniform Sampling of Surfaces by Casting Rays

Selena Ling <a href="/seleniumlzh/">Selena Ling 凌子涵</a>, Abhishek Madan, Nicholas Sharp, Alec Jacobson <a href="/_AlecJacobson/">Alec Jacobson</a> 

(<a href="/AdobeResearch/">Adobe Research</a>, @NVIDIA, University of Toronto)

arxiv.org/pdf/2506.05268

Abstract:
Randomly sampling points on surfaces is an essential
hillsguy.bsky.social (@hillsguy2) 's Twitter Profile Photo

Decided to check out how water is rendered in Counter-Strike 2 Given how interactive water in CS2 is, I expected to see some cell fluid simulation, but turns out they use just a low-res off-screen buffer with flat 2D decals for various water effects. Reminds me of HL2 water :)

Decided to check out how water is rendered in Counter-Strike 2
Given how interactive water in CS2 is, I expected to see some cell fluid simulation, but turns out they use just a low-res off-screen buffer with flat 2D decals for various water effects. Reminds me of HL2 water :)
Rubén Osorio (@osor_io) 's Twitter Profile Photo

Hola again graphics peeps!😊 I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! osor.io/text Spiced up with direct vector rendering, sub-pixel anti-aliasing, temporal accumulation, etc. I hope you enjoy it!🧡

Emilio López (@redorav) 's Twitter Profile Photo

I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. elopezr.com/the-art-of-pac… Many thanks to Vassilis Poulopoulos, Oguzhan Karakaya and Angel Ortiz for the help and encouragement

Mirko (@mirko_salm) 's Twitter Profile Photo

An alternative approach to distant light sampling for GT-VBAO that is designed to efficiently evaluate distant light functions build from spherical caps of constant colors: shadertoy.com/view/3Xfyz8

An alternative approach to distant light sampling for GT-VBAO that is designed to efficiently evaluate distant light functions build from spherical caps of constant colors: shadertoy.com/view/3Xfyz8