David Peicho

544 posts

David Peicho

David Peicho

@DavidPeicho

Graphics enthusiast • #opengl #webgl #webgpu #cpp #js #rust • Rendering Engineer @WebXREngine • On the side I do WebGPU raytracing • Views are my own.

Paris, France Katılım Temmuz 2015
222 Takip Edilen258 Takipçiler
David Peicho
David Peicho@DavidPeicho·
@BrianBreiholz @sampavlovic You need an indirection lookup, contains LOD info and data start. Then based on the LOD you know how to perform the linear interpolation of the samples
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Brian Breiholz
Brian Breiholz@BrianBreiholz·
@DavidPeicho @sampavlovic If you mind me asking, how does probe access on the GPU work with these (compared to uniform grids where we can just deduce 8 probes directly from world position)?
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Sam Pavlovic
Sam Pavlovic@sampavlovic·
balls to the wall experimenting with a wide tree structure so we can have really dense detail on our volumetric lightmapper while retaining budget
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David Peicho
David Peicho@DavidPeicho·
@mrdoob Baked directly using the WebGLRenderer / WebGPURenderer and converted to spherical harmonics?
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mrdoob
mrdoob@mrdoob·
Need to improve baking time next...
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mrdoob
mrdoob@mrdoob·
Exploring irradiance probes... 👀 #threejs
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David Peicho
David Peicho@DavidPeicho·
@WebXREngine Shout-out to @pezcode and @noerihuisman for creating the original meshlet PoC that is the foundation of what will be available in 1.6.0! Crazy to think that they prototyped that during a fun offsite in Austria :)
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David Peicho
David Peicho@DavidPeicho·
In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version. Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled. Running on #webgl via Wonderland Engine
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David Peicho
David Peicho@DavidPeicho·
@ccallac7 With time you get better at understanding all the overloads it tried to resolve. I would also recommend to ditch the std and use better containers.
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Charlie Callahan
Charlie Callahan@ccallac7·
I would say I’m pretty good at C++ but compiler errors generated from std template objects are completely incomprehensible to me
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David Peicho
David Peicho@DavidPeicho·
@ocornut Took a bit of setup, but VSCode + Cmake extension + LLDB extension is nice enough. I wrote some lldb provider for custom containers. The only pain point is that sometimes the debugger view just freezes. Obviously doesn't happen on LLDB cli
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Omar 🍋
Omar 🍋@ocornut·
Working on DPI stuff means I need to learn using a Mac… and now I am learning how to use VS Code *and* cmake just to get a bearable workflow. It’s all very tedious & painful right now, but I suppose I could look forward and consider someday using a Mac as my main laptop.
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🌷𝗦𝗼𝗿𝘀𝗸𝗼𝗼𝘁🌷
🥳 My game Equilibrium, made with Wonderland Engine (@WebXREngine) got first place in the open source challenge! 🥰
Gamedev.js@Gamedevjs

Best entries from the Challenges in #GamedevJS Jam 2025! - Open Source by @GitHub - Build it with Phaser by @phaser_ Studio - $NOODS by @OPGames_ Blog post: gamedevjs.com/competitions/b… Detailed results with feedback: gamedevjs.com/jam/2025/chall… #gamedev #gamejam #results #challenges #OpenSource #MadeWithPhaser #NOODS

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David Peicho
David Peicho@DavidPeicho·
@mrmaxm @WebXREngine Mix of both, we do build a voxel representation to efficiently place bricks mapping to the probes SH data. The SH itself is however generated from camera rendering to cubemap.
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Max M
Max M@mrmaxm·
@WebXREngine For baking, do you build a vixel representation of a scene for efficient baking, or is it pretty much a camera rendering and generating SH from cubemaps?
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David Peicho
David Peicho@DavidPeicho·
@PlayingInCanvas @squareys This exact scene is 2.5mB, with 52K probes. The sparser the scene is (think outdoor scene with props), the lighter the GI will be. Sponza is relatively dense, except in the middle corridor.
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Leonidas Maliokas
Leonidas Maliokas@PlayingInCanvas·
@squareys That looks great! What kind of sizes for a small scene like that baking produces?
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David Peicho
David Peicho@DavidPeicho·
@WebXREngine How does it work? - Create your scene in the Wonderland Editor - Enable the Probe Volume checkbox - Click "Fit To Scene" or scale the volume manually - Bake 🍰 - Wait a bit, and enjoy!
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David Peicho
David Peicho@DavidPeicho·
I recently showed what we have been cooking (pun intended) at @WebXREngine: Global Illumination using Sparse Probe Volumes. Here is a #webgl example running in Chrome!
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David Peicho
David Peicho@DavidPeicho·
Pretty excited to share that we worked on a Probe Volume Global Illumination feature. It will be available experimentally in @WebXREngine 1.4. Define an area, click bake, and pouf: Get a sparse volume with low memory footprint. Make your #webgl scenes globally illuminated ✨
David Peicho tweet mediaDavid Peicho tweet mediaDavid Peicho tweet media
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David Peicho
David Peicho@DavidPeicho·
I have a #rustlang library wrapping C++ code (tinybvh) using cxx. Any chance that can be used in another library compiled to WASM?
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David Peicho
David Peicho@DavidPeicho·
From now on, I will try to show more rust/webgpy raytracing directly on bsky, follow me there: bsky.app/profile/davidp… Progress of the day below!
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David Peicho
David Peicho@DavidPeicho·
More denoising work: Less fireflies, but still quite a bit of ghosting!
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