Samuel Huang

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Samuel Huang

Samuel Huang

@eclmist

Your friendly neighborhood graphics engineer. Previously at Sony (PlayStation), Ubisoft. Views are my own.

Tokyo, Japan Katılım Ekim 2012
112 Takip Edilen392 Takipçiler
Samuel Huang retweetledi
小島秀夫
小島秀夫@Kojima_Hideo·
小島秀夫 tweet media小島秀夫 tweet media小島秀夫 tweet media小島秀夫 tweet media
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Samuel Huang
Samuel Huang@eclmist·
As a side note, I also created most of the 3D assets such as the models, rigs and animations! As a non-artist, I’m quite pleased with how it turned out 😄
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Samuel Huang
Samuel Huang@eclmist·
レイトレ合宿の皆様お疲れ様でした! This is my submission for the annual Raytracing Camp in Japan. It was fully rendered by my hobby dx12 raytracing renderer “Ether”. #レイトレ合宿
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KOJIMA PRODUCTIONS
KOJIMA PRODUCTIONS@KojiPro2015·
KOJIMA PRODUCTIONS 10周年記念イベント 「Beyond The Strand」速報 最新作「OD」のティザー映像が公開 あわせて、本作がUnreal Engineで開発されていることも発表されました👍 #KojimaProductions #KJP10th #XboxGameStudios #OD
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Jiayin Cao
Jiayin Cao@Jiayin_Cao·
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to @nmkettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/understa…
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Chris Wallis
Chris Wallis@chriskwallis·
First prototype of visualizing rays. Fairly simple implementaton: store rays in UAV, then do ray-cylinder intersections in a CS. First bounce is green, second yellow, red for the rest. Shows how dumb my tracer is with very little importance sampling, but it's fun to watch!
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ykozw
ykozw@ykozw88·
10/11~10/13に開催されたレイトレ合宿10の結果を公開しました! 🥇makeshift by @Shocker_0x15 🥈redqueen by @ShinjiOgaki 🥉Ether by @Eclmist 入賞された皆さん、おめでとうございます! 来年も素敵な作品に出会えるのを楽しみにしています。 🔗sites.google.com/view/rtcamp10 #レイトレ合宿
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Samuel Huang
Samuel Huang@eclmist·
@okonomiyonda Honestly not a bad idea. Get to learn the 専門用語 as well, two birds with one stone!
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Samuel Huang
Samuel Huang@eclmist·
I implemented ReSTIR GI in my engine over the weekend. It's a little expensive, but overall I'm pretty happy with the results! Definitely wasn't the easiest paper to digest, but huge thanks to @Jiayin_Cao for his article and for clarifying some of the details not in the paper.
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Samuel Huang
Samuel Huang@eclmist·
@benhouston3d @Jiayin_Cao If it means anything I’ve seen at least one guy who implemented this on shadertoy If there’s a will there’s a way, good luck!
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Ben Houston
Ben Houston@benhouston3d·
@Eclmist @Jiayin_Cao Ah, so WebGPU and WebGL do not have native ray tracing, so you have to implement it yourself. But luckily there are some libraries now for that.
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Samuel Huang
Samuel Huang@eclmist·
@benhouston3d @Jiayin_Cao I have very little knowledge of WebGPU and its limitations so I can’t really say for sure, but implementation was not too difficult so as long as you can trace rays I don’t see why not! If you do try it out I’m curious to know the results too 😄
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Ben Houston
Ben Houston@benhouston3d·
@Eclmist @Jiayin_Cao Pretty! do you think it can be implemented effectively in WebGL2/WebGPU? I would love to try it at some point.
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Max Liani
Max Liani@maxliani·
Over the weekend I started some refactoring/cleanup to improve device buffers allocation in Workbench. In there I use OpenGL *only* to draw wireframe over the path tracer result. But, to share memory on the device, I need to allocate EVERYTHING through OpenGL 🤦🏻‍♂️ 1/2
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Samuel Huang
Samuel Huang@eclmist·
@bobacupcake Reading data as texture resources comes with additional features that you might want (filtering, mips, multisampling, etc.). If they have the same type, the underlying data is the same so they should have the same precision.
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rob!! 🩵🩷💜
rob!! 🩵🩷💜@bobacupcake·
more compute shader questions.. atm i am storing all my height/normals info in a buffer, but ive seen a lot of examples storing it in a 2d texture instead. any reason to do one over the other? i was assuming the buffer would be more precise but maybe the texture helps w blending?
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Samuel Huang
Samuel Huang@eclmist·
@Copperbotte PBR bloom is all about getting the HDR lighting pipeline (float buffers, exposure adjustment, tonemapping, color spaces, etc.) done right. I plan to write about it soon when I have some time, so stay tuned!
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Joe
Joe@Copper_irl·
@Eclmist Do you have any good resources to implement pbr bloom? Its one of the few things I haven't been able to figure out. I usually use saturation projection in post but isn't the same
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Samuel Huang
Samuel Huang@eclmist·
I spent some time converting my engine to use physical light units. The end result is an easily implementable threshold-less (PBR) bloom, which has always been one of my guilty pleasure features to write even though there's an endless list of better things to do!
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