James McLaren

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James McLaren

James McLaren

@selfresonating

Bearded Code Monkey. Currently helping make Decima tick at Guerrilla Games. Previously Engine Tech Wizard at Q-Games. My opinions are my own.

Amsterdam, Nederland Beigetreten Ocak 2015
284 Folgt1.7K Follower
James McLaren retweetet
Horizon Hunters Gathering
Horizon Hunters Gathering@playhorizonhg·
Hunters, rally up! Be among the first to experience Horizon Hunters Gathering by joining our upcoming playtest at the end of February. 👉 Sign up now through the PlayStation Beta Program on both PC and PS: playstation.com/beta-program-a…
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Massimo
Massimo@Rainmaker1973·
Carpenter Giliam de Carpentier has built himself a walking table that is able to deliver drinks right to him. He has called it 'Carpentopod'. [📹 decarpentier_nl]
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Naty Hoffman
Naty Hoffman@renderwonk·
Happy New Years! 2026 is made happier by the ACM finally transitioning (at long last) to Open Access: acm.org/publications/o…
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James McLaren retweetet
James McLaren retweetet
Xor
Xor@XorDev·
The inventor of Radiance Cascades is working on a sparse world-space implementation. Awesome to see his developments: youtu.be/rG2aok2SdbU
YouTube video
YouTube
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Dylan Makes Games
Dylan Makes Games@dylancuthbert·
Got a nice view of mt Fuji today
Dylan Makes Games tweet media
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Alexandre Morgand
Alexandre Morgand@Almorgand·
"Content-Aware Texturing for Gaussian Splatting" TL;DR: Texturing instead of millions of Gaussians for fine details; fixed texel size
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Dylan Makes Games
Dylan Makes Games@dylancuthbert·
The Tomorrow Children is ridiculously cheap in the Black Friday sale - if you have a PS5 (or PS4) go grab it for less than the price of a decent cup of coffee! Games that use fully custom 3d engines need to be supported! (please)
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
I just had a realization: I accumulate irradiance in spherical harmonics, so I already have approx directional importance. I can use a temp reservoir to select random rays weighted by SH evaluation and use that for importance sampling. Is it stupid idea or am I onto something?
Nikita Lisitsa@lisyarus

Fine, let's try a new ray guiding idea: store 8 directional weights (1 per octahedron face) in each probe, and use them to guide random ray generation. Here's what the "best random ray direction" looks like once the weights more or less converge:

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James McLaren
James McLaren@selfresonating·
@guitio2002 @lisyarus Yeah, but if you have some world space probes as back up then they can also be used to guide your sampling in the case of disocclusion. It's not as good a guide as whatever you'd accumulate on the surface, but hopefully it's already converged to something useful.
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Guillaume Boissé
Guillaume Boissé@guitio2002·
@lisyarus That’s what Lumen does afaik and what we did in “GI-1.0”: gpuopen.com/download/GPUOp… I’d say the issue in a real-time scenario is the delay; your probes (or whatever you use) will only yield good results after enough frames have elapsed. So disocclusions can be quite artefact-y.
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James McLaren retweetet
Christoph Peters
Christoph Peters@MomentsInCG·
My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. momentsingraphics.de/SpectralRender…
Christoph Peters tweet media
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Dylan Makes Games
Dylan Makes Games@dylancuthbert·
thought I'd finished for the evening? nope, #godot is too much fun :) so I added some terrain and some dodgy grass textures #indiedev #gamedev
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