Ray “Tracing” Chen

113 Followers
119 Following
150 Posts

3D Gfx at Adobe. Previously at Apple

He/they

@ruby0x1 it was great hanging out!!
Had a nice time hanging out with @latencyhiding and peeking into SIGGRAPH a little today
@yiningkarlli as a fairly new baseball fan, it felt like a final boss encounter the first time I saw it

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.

@mcc I’ve always been kind of curious how critical intonation is in Japanese compared to English. Anecdotally I’ve felt like it doesn’t affect how understandable English is by too much, but I’ve probably just internalized the “correct” ways and can’t imagine anything else
@mcc as someone suppressing a Long Island accent, changing every vowel to /ə/ made it feel like it slipped out more. I guess it’s about what “unstressed” naturally sounds like to yə
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
@TonyVladusich it’s funny, this is something I’ve intuitively understood from painting, and I see artists exploit

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