Matt

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Matt

Matt

@MrCollison

Dad, Husband, CTO @ MSQ Intelligence. Coding since I was 8. Ultra-full-stack builder + designer (since pre-AI), AI wiz Coming fall: https://t.co/BbO5jO1XM5

🇬🇧 United Kingdom Katılım Temmuz 2022
338 Takip Edilen619 Takipçiler
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Matt
Matt@MrCollison·
Blender Cycles renders of 5 of the charms in High Roller It's a dice rogue-like where you make poker-like hands with dice and beat a series of levels while you get dice upgrades and more These models are the "Charms". Things that give you effect advantages My current workflow: - @3DAIStudio to generate reference images (en-masse, using reference style images so they stay consistent) - that's GPT Image 2 - @3DAIStudio the models (@tripoai's Tripo P1 model). Ultra textures, PBR material - I modelled the table and dice tray by hand in @Blender , used the beautiful PBRs from @PoliigonHQ - The dice are a model by rogozhko on Sketchfab. I also generated the HDRi using GPT Image 2. I'm not sure if I'll use it in game but it's stunning for something out of an image model, and great for concept renders like this! I'm gonna generate a few more charms, dice and other game components Then upgrade my ThreeJS PoC and see how far we can push WebGPU / TSL to get a balance of realism, taste, fun and (no pun intended) charm
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luna
luna@ImLunaHey·
im really surprised with just how much ive gotten done with a $20/m sub to codex. in saying that... @thsottiaux can we pretty please have a reset soon?
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Matt
Matt@MrCollison·
@gfodor Bright stuff in my kitchen is literally what inspired me to look into GI in the first place 😂
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gfodor.id
gfodor.id@gfodor·
@MrCollison anyone who has owned a bright pink fridge recognizes when GI is left out
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Matt
Matt@MrCollison·
This scene shows both GI & raytraced reflections clearly. It's also great for debugging noise because it's fairly flat and uses only one directional light. This scene would be basically unlit without GI, yet look at the indirect light below the fridge & the counter reflections!
Matt@MrCollison

idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)

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Matt
Matt@MrCollison·
idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)
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Matt
Matt@MrCollison·
@BRobo82 iirc isn't dreams built with SDFs too? Beautiful game, I've never played it myself but I've watched others and it has embers of little big planet (which I have very fond memories of)
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BadRobo82
BadRobo82@BRobo82·
Something similar exists in Dreams, and it costs practically zero performance. You can practically paint with light at no performance cost, except for memory.
Matt@MrCollison

idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)

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Matt
Matt@MrCollison·
@Dorizzdt SDF is perfect for this project… exciting times 😂
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Matt
Matt@MrCollison·
@Mautar555 @threejs No hardware VRS at all. Yes to running it at reduced pixel count but 1/4 (half res) Here is 1/16 (quarter res) - it drops the final gather time a lot but relative to the rest of the pipeline, not much. Good for mobile which I'm yet to test!
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LuMp
LuMp@flow_motions·
@MrCollison @threejs What the hell. That's awesome. Will you share code or principles?
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Matt
Matt@MrCollison·
idTech 8 style GI in @threejs p3 - Cyberpunk City I've made a few improvements today, but at this scale, artifacts & issues are much clearer. Some parts look great + I have a few clear improvement targets! 75 FPS lock - it only drops when zoomed out because it's 1 massive GLB
Matt@MrCollison

idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)

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Matt
Matt@MrCollison·
@iBrews @threejs "I Wish I Learned This Sooner" 24 & 25 - those are the ones! Small world! They're great + I was hunting for "tells" of features which should be more obvious / less discovery friction when building an engine :)
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Matt
Matt@MrCollison·
@MireloAI @kyutai_labs I have a lot to use this for! I’m gonna try it tonight. I need to rest my brain and shred 😀
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Mirelo
Mirelo@MireloAI·
Today, together with @kyutai_labs, we’re introducing our new Audio-to-MIDI model. It takes a finished recording, identifies the instruments playing, and returns separate MIDI tracks for each — voice, drums, bass, keys, and more. Unlike most existing solutions, our model works directly from the full mix rather than requiring separate stems. It also detects chords, key, and tempo, giving producers broader musical context. We’ve written more about the model, the problem, and how it works here: mirelo.ai/blog/turning-a…
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Matt
Matt@MrCollison·
@AKroX87 @threejs Nice! Are you working on a GI system too Anton?
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Matt@MrCollison·
@majidmanzarpour @threejs Thanks Majid! I'll open source it in due course - I wanna make sure it works across a range of scenarios so people can just plug + play I'd submit a PR to @threejs but it's raw wgsl in several passes + files to piece it together, so it may be too bloated for an official example
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Matt
Matt@MrCollison·
@Jomolos @threejs Thank you! Oh it's miles off matching idTech. I'm testing on a city scale scene at the moment and there's artifacting from the DO wgsl pass amongst other issues. I've been playing latest DOOM and this pales in comparison! Maybe @idSoftwareTiago will speak at SIGGRAPH 2026? 😅
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Can Matrix
Can Matrix@Jomolos·
@MrCollison @threejs This looks stunning at 4K! How close do you feel it is to matching idTech 8 lighting in a full game scene?
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Matt@MrCollison·
@rfitzpatrick_io I'll keep hacking on it until it's ready for use! I'm currently debugging a huge outdoor city scene (Directional Occlusion is creating strange grid-like patterns on lit areas) The weekend needs to last 3 days really 🙂
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Matt@MrCollison·
@iBrews @threejs Thank you Alex!! Appreciate it. Did you by chance do an unreal or unity presentation on certain tips & tricks? I may be hallucinating, but I binge watched a bunch of videos when I started building my game engine, and I have a vague memory of it (+ I see SIGGRAPH in your name)
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Matt@MrCollison·
@alspinu @threejs (but in a way where we don't have to store those bakes on disk and can make some mega scale scenes) 🤓
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