Lukas Kalbertodt

@LukasKalbertodt@mastodon.world
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19 Posts
@astrakernel.bsky.social I only skimmed the docs but I think 'atomig' (mine) can do the same, but can also use other base atomics, like u8. In case that’s important to anyone.
discrete coziness transform
@chriscochrun nope, no engine, just wgpu directly.

I added some clouds to my game and tried out how they would interact with my soft shadow volume system. Turns out: quite well! Performance is problematic in a few situations but I like that it mostly just works and produces accurate shadow :)

Here is a short video showing the effect: https://www.youtube.com/watch?v=3FKNjE5G7G4

And yes, the clouds still need lots of work...

#gamedev #graphics #rendering #wgpu #rust

Cloud shadows via “Tiled per-triangle soft shadow volumes”

YouTube
@tojiro And I assume that buffer was bound for that compute pass already anyway? That's interesting. I hardly know anything yet, but learning this is fun ^_^
@tojiro Can you share any specifics or examples? I'm also working with compute shaders more and more and optimization is an interesting topic :) One thing I learned so far is that atomics can be really slow.

Implemented ambient occlusion in the last few days. While it still needs tuning, everything already looks quite a bit nicer :)

Using a technique heavily based on SAO (scalable ambient obscurance, Morgan McGuire et al, 2012). #gamedev #graphics #wgpu #rustlang

tap::Pipe - Rust

API documentation for the Rust `Pipe` trait in crate `tap`.

I finally managed to write a blog post about my shadow experiments, tiled soft shadow volumes :)
Really curious what others in the graphics community think.
https://lukaskalbertodt.github.io/2023/11/18/tiled-soft-shadow-volumes.html

#gamedev #graphics #rendering #wgpu #rust

Tiled per-triangle soft shadow volumes · Lukasʼ Blog

A blog about programming, Rust, computer graphics and other stuff.

@muvlon Exactly :)