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Raytracing at Nvidia. Previously: Tech Lead for RenderMan at Pixar, Architect of Glimpse Renderer at Animal Logic, Lighting Supervisor. #76B900 🇮🇹🇦🇺🇺🇸🇨🇦 (he / him)
@VrKomarov yeah, working on a side project where I can just develop the way I feel is right is the thing that keeps me sane 😆

@VrKomarov, yeah, definitely the craziest project I have ever started. Insane overtime to get that done. I don’t think I can ever do that again.

I was asked to repeat that effort when I joined Pixar, which I tried, but it was a much harder ship to steer, mostly because it’s easier to do something fresh when you start anew, than trying to change something mature. It’s simpler to lead a new team you built, than be followed by a consolidate team you joined.

@VrKomarov it was similar for my first renderer: I was frustrated with the commercial tools and wanted to make the renderer I have wanted to use. Then it became the renderer at the company. 12 years later, I don’t work there anymore, but people are still using it and improving it.
@jfaulken I’ll tell the builder.
@azonenberg hopefully geometry is at least watertight
Thanks, @paulmelis. It’s just a hobby project.
Some more light path debugging

@VrKomarov it’s a cool project!

Is it just for fun, like mine? Or something else?

Reworked cone lights (similar to what
@maxliani
showed in his demos) and improved sampling for homogenous volumes. Here I use two lights with different cone params as one
https://youtu.be/0G0zaJSKbEM
Cone lights rework

YouTube
So, light leaking seems to happen IRL also… 🤔