@lisyarus@mastodon.gamedev.place
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lisyarus

@lisyarus@mastodon.gamedev.place

He/him

I live in a totalitarian state, teach computer graphics, and make videogames

Check out my cozy traffic simulator: https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

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efi, to random
@efi@chitter.xyz avatar

how do I remove the changes to a file a single commit made in the middle of the history?

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@efi If there were no changes to that file after that, you can do

git checkout <last-good-revision> -- <path-to-file>

Otherwise the only thing I can think of is

git revert <bad-commit> --no-commit

and then discard all the changes that don't touch your specific file

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@efi Hmmm wdym "which side"?

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@aras @BartWronski "a sensible application of a theory that has not been formulated yet" is pretty much all particle physics since 1950s ๐Ÿ˜„

efi, to random
@efi@chitter.xyz avatar

discourage me

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@efi don't

aeva, to random
@aeva@mastodon.gamedev.place avatar

I need to get my mind off the bad. Anything good going on tonight for anyone? Feel free to share things your excited about or happy about or just cool stuff you've come across recently

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@aeva Returning to my passion game project, doing much more detailed planning this time, have an exciting feeling that I'm slowly learning how to organise work for such things, and generally happy to by working on this again.

Also kinda got used to walking every day around the apartment complex where I live, there's a river and trees and omg so many birds! One I haven't still identified even.

niconiconi, to random

"Lambda expressions are objects - their types are classes, so we can inherit from them too."

statements dreamed up by the utterly deranged

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@niconiconi @whitequark Imo this trick combined with lambdas is the closest we have in C++ to pattern-matching on sum types

whitequark, to random
@whitequark@mastodon.social avatar

(reverse engineering something voice)
msvcrt was a mistake
also, c++ was a mistake

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@whitequark oi mate whatcha cookin'ere

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

I'm slowly returning to the development of my village building game, and what's a better way to do that other than making a new devlog! :3

https://www.youtube.com/watch?v=iE3p30PfiVI

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

So I was casually re-deriving some stuff from the VNDF sampling paper, and stumbled upon the humble "Jacobian of the reflection operator", tried computing it, and how I'm in a deep rabbit hole. Anyone got any ideas? :)

https://math.stackexchange.com/questions/4912592/jacobian-of-the-vector-reflection-operator

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

Somebody on math.se came up with a very nice argument, simply looking at how the Jacobian acts as a linear operator in a convenient basis, neat

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

ACM I3D'24 committee ready for the conference! Hope to see some of you tomorrow! :)

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@BartWronski Sick t-shirt :)

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

It seems that most of my problems with transparent BSDF were due to poor sampling strategy (I used uniform spherical sampling, as a baseline). After nudging VNDF to work with transmission, and using a more sane material description, I finally have a thin-glass orb :)

Though it gets darker with high roughness, so it needs some more work.

lisyarus,
@lisyarus@mastodon.gamedev.place avatar
lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@nikitonsky It is a hollow thin glass orb, it doesn't produce refraction. I'll work on thick glass a bit later

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

Still trying to implement proper transparent bsdf in my raytracer (instead of hard-coding the refraction ray). Multiple sources and implementations use different formulas and neither of them works ๐Ÿ˜†

Also I have no idea what's happening on the screenshot

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@llemarie I had self-intersection before, yep, but I've already fixed it. This one is probably some funny floating-point stuff in evaluating the bsdf

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@bgolus I'm not even refracting anything yet, I'm struggling to implement a basic GGX transmission btdf :)

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

Didn't get enough sleep to do coding, so I'm switching hats and started working on some art using , just to see how long it will take me. Here's a ship, a carrack to be precise, made in about 2 hours.
Edit: any feedback is very welcome!

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@thomastc It looks really good to me! One thing I'd try is make the wooden planks (in the texture) much longer - iirc that's how what are on actual ships

efi, to random
@efi@chitter.xyz avatar

gosh, undertale is 20 years old already??

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@efi You almost got me

j_bertolotti, to random
@j_bertolotti@mathstodon.xyz avatar

Every time I see a "xyz explained without Math" kindnof post, I always wish more people wrote explainers WITH the Math, without skipping 90% of it, so that the explanation is actually understandable without having to rely on leaps of faith.

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@j_bertolotti +++++

To me it's like a "making pasta carbonara without ingredients" cooking post.

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

Another weird raytracing bug! The black patches on the border are expected - these are artifacts due to having an extremely low-poly metallic surface with interpolated normals.

The white circles, however, are probably some funny floating-point business

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@vethanis Yep, I'm doing that!

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@vethanis It was the roughness, yep! I increased the minimal roughness value from 0.02 to 0.05 and it did the trick.

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

Been trying to implement transparent BTDF. Not quite there yet...

lisyarus, to random
@lisyarus@mastodon.gamedev.place avatar

Implemented a proper brdf (Cook-Torrance + GGX) and vndf sampling, now I can do some nicer materials! Here's a shiny ball and a golden dragon:

image/png

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