Samuel Huang @eclmist
Your friendly neighborhood graphics engineer. Previously at Sony (PlayStation), Ubisoft. Views are my own. linkedin.com/in/eclmist Tokyo, Japan Joined October 2012-
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#今週のKJP 社内での10周年記念Party後の1枚📸 #KJP10th #KojimaProductions
Extremely honored to have gotten second place, especially when everyone else's renders were all incredibly impressive. Great work all around!
11/14~11/16に開催されたレイトレ合宿10の結果を公開しました! 🥇Palzilla by @ushiostarfish 🥈Ether by @eclmist 🥉redqueen by @ShinjiOgaki 入賞された皆さま、おめでとうございます! 🔗sites.google.com/view/rtcamp11 #レイトレ合宿
As a side note, I also created most of the 3D assets such as the models, rigs and animations! As a non-artist, I’m quite pleased with how it turned out 😄
レイトレ合宿の皆様お疲れ様でした! This is my submission for the annual Raytracing Camp in Japan. It was fully rendered by my hobby dx12 raytracing renderer “Ether”. #レイトレ合宿
KOJIMA PRODUCTIONS 10周年記念イベント 「Beyond The Strand」速報 最新作「OD」のティザー映像が公開 あわせて、本作がUnreal Engineで開発されていることも発表されました👍 #KojimaProductions #KJP10th #XboxGameStudios #OD
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to @nmkettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/understa…
First prototype of visualizing rays. Fairly simple implementaton: store rays in UAV, then do ray-cylinder intersections in a CS. First bounce is green, second yellow, red for the rest. Shows how dumb my tracer is with very little importance sampling, but it's fun to watch!
10/11~10/13に開催されたレイトレ合宿10の結果を公開しました! 🥇makeshift by @Shocker_0x15 🥈redqueen by @ShinjiOgaki 🥉Ether by @Eclmist 入賞された皆さん、おめでとうございます! 来年も素敵な作品に出会えるのを楽しみにしています。 🔗sites.google.com/view/rtcamp10 #レイトレ合宿
"OD" has been announced at The Game Awards 2023 🎥Check out the teaser trailer here #TheGameAwards #KojimaProductions #XboxGameStudios
@okonomiyonda Honestly not a bad idea. Get to learn the 専門用語 as well, two birds with one stone!
I implemented ReSTIR GI in my engine over the weekend. It's a little expensive, but overall I'm pretty happy with the results! Definitely wasn't the easiest paper to digest, but huge thanks to @Jiayin_Cao for his article and for clarifying some of the details not in the paper.
@benhouston3d @Jiayin_Cao If it means anything I’ve seen at least one guy who implemented this on shadertoy If there’s a will there’s a way, good luck!
@benhouston3d @Jiayin_Cao I have very little knowledge of WebGPU and its limitations so I can’t really say for sure, but implementation was not too difficult so as long as you can trace rays I don’t see why not! If you do try it out I’m curious to know the results too 😄
@maxliani @savage309 He could be referring to just checking the barycentric coords
@bobacupcake Reading data as texture resources comes with additional features that you might want (filtering, mips, multisampling, etc.). If they have the same type, the underlying data is the same so they should have the same precision.
@Copperbotte PBR bloom is all about getting the HDR lighting pipeline (float buffers, exposure adjustment, tonemapping, color spaces, etc.) done right. I plan to write about it soon when I have some time, so stay tuned!
I spent some time converting my engine to use physical light units. The end result is an easily implementable threshold-less (PBR) bloom, which has always been one of my guilty pleasure features to write even though there's an endless list of better things to do!
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