Ray “Tracing” Chen

113 Followers
119 Following
150 Posts

3D Gfx at Adobe. Previously at Apple

He/they

Had a nice time hanging out with @latencyhiding and peeking into SIGGRAPH a little today

If you've been curious to play our cozy community builder Mossfield Origins - why not try it during Steam Next Fest!

Try the Mossfield Origins demo: https://store.steampowered.com/app/1836400/Mossfield_Origins/

Don't miss the rest of the games of Steam Next Fest - https://store.steampowered.com/sale/nextfest

#steamnextfest #steam

Steam:Mossfield Origins

A small cozy community builder where all buildings are based on the same foundation! Take your time, build a sustainable community for your residents in this relaxing game, with no time pressure or external forces. Upgrade foundations via tech tree to redefine and refactor your space.

OK here is my big announcement. For the past couple years I've been working on a rapid prototyping and development platform for real time rendering.
TL;DR - use nodes in a node graph to string together compute shaders, ray gen shaders, draw calls, etc. View it in a viewer that supports hot reloading. When you are done, generate code that would pass a code review. (Currently only DX12 code gen is public. More coming in future!)
https://github.com/electronicarts/gigi
GitHub - electronicarts/gigi: A framework for rapid prototyping and development of real-time rendering techniques.

A framework for rapid prototyping and development of real-time rendering techniques. - electronicarts/gigi

GitHub

We have a sneak peek of our second studio game (being made in our own luxe engine) that was teased during the Summer Game Fest, announced as part of the Outersloth fund from the Among Us devs! The game takes place in the same universe and continues our story 👀

- View the teaser page for screenshots and some bonus detail http://mossfieldarchives.com
- See the live announcement from SGF here https://x.com/summergamefest/status/1799203342713033021
- Read more about Outersloth here http://outersloth.com

mossfield archives

A game about building and exploring connections, being made by Studio Any Percent in luxe engine.

Studio Any Percent

The perception of gloss depends on highlight congruence with surface shading

by Kim, Marlow & Anderson

https://jov.arvojournals.org/article.aspx?articleid=2121251

Studies have shown that displacing specular highlights from their natural locations in images reduces perceived surface gloss. Here, we assessed the extent to which perceived gloss depends on congruence in the position and orientation of specular highlights relative to surface shape and the diffuse shading from which surface shape is recovered. The position and orientation congruence of specular highlights with diffuse shading was altered while preserving their compatibility with physical surface shape (Experiment 1). We found that perceived gloss diminished as the position of highlights became incompatible wit h the surface's global diffuse shading maxima. These results suggest the visual system assesses both position and orientation congruence between specular highlights and diffuse shading to estimate surface gloss.

The perception of gloss depends on highlight congruence with surface shading | JOV | ARVO Journals

If an artist or game director ever tells you that you need to add an "eclipse mode", it's actually pretty easy to do just by modifying your shadow map PCF kernel! Just set the weights to match the shape of an occluded disk.
This video from Corridor Crew is pretty amazing. They re-create the nearly perfect compositing from the penguin dance sequence in Mary Poppins, which was achieved using high intensity sodium vapor lights and a very custom beam splitter, instead of a blue or green screen. It truly feels like a lost art rediscovered. When the matted footage just perfectly drops in I gasped haha https://m.youtube.com/watch?v=UQuIVsNzqDk
I'm sitting in a meeting right now watching three high-level engineers at my company ask another engineer to spell out the meaning of equations in his design doc because "the ideas are simple but the formulas make them illegible" and I've never felt more vindicated about my feelings on math symbology in my entire life.
love how graphics papers are like "this is you"
If you want to learn how to implement a simple shader printf in HLSL 2021 and D3D12, then I've got a new blog post for you: https://therealmjp.github.io/posts/hlsl-printf/
Shader Printf in HLSL and DX12

Overall Approach Setting Up The Print Buffer The “Magic” Debug Info Buffer Dealing With The String Problem A Cursed Path Packing It All Into A Buffer Reading Back On The CPU Going Beyond Printf CR LF Unless you’re fortunate enough to to be working exclusively in Cuda, debugging GPU shaders is still very much “not great” in the year 2024. Tools like RenderDoc and PIX are amazing and do provide the ability to step through a shader and inspect variables, but they’re fundamentally tied to a “capture” workflow.