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#raytracing

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Vulkan<p>The Vulkanised 2026 program has been released! </p><p>The 2026 program includes keynote presentations, technical talks, a panel discussion, a developer tools roundtable, and application case-studies spanning a wide range of topics that matter to everyone using Vulkan. </p><p>Explore the program and register today!</p><p><a href="https://vulkan.org/events/vulkanised-2026#monday" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">vulkan.org/events/vulkanised-2</span><span class="invisible">026#monday</span></a><br><a href="https://fosstodon.org/tags/vulkan" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vulkan</span></a> <a href="https://fosstodon.org/tags/api" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>api</span></a> <a href="https://fosstodon.org/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> <a href="https://fosstodon.org/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://fosstodon.org/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://fosstodon.org/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://fosstodon.org/tags/machinelearning" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>machinelearning</span></a> <a href="https://fosstodon.org/tags/neural" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>neural</span></a> <a href="https://fosstodon.org/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://fosstodon.org/tags/raytracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raytracing</span></a></p>
tth<p><a class="hashtag" href="https://pleroma.interhacker.space/tag/raytracing" rel="nofollow noopener" target="_blank">#raytracing</a> with <a class="hashtag" href="https://pleroma.interhacker.space/tag/povray" rel="nofollow noopener" target="_blank">#Povray</a> : working on a new sequence for the <a class="hashtag" href="https://pleroma.interhacker.space/tag/hexacone" rel="nofollow noopener" target="_blank">#Hexacone</a> family's saga.</p>
jbz<p>5 Years of Teardown: A Journey Through Creativity and Destruction</p><p><a href="https://youtube.com/watch?v=3O0Yt1Xc8Jo" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtube.com/watch?v=3O0Yt1Xc8Jo</span><span class="invisible"></span></a></p><p><a href="https://indieweb.social/tags/teardown" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>teardown</span></a> <a href="https://indieweb.social/tags/voxelart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>voxelart</span></a> <a href="https://indieweb.social/tags/raytracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raytracing</span></a></p>
beetle_b<p>A twist on <span class="h-card" translate="no"><a href="https://fedi.simonwillison.net/@simon" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>simon</span></a></span> getting LLMs to draw pelicans on bicycles: Getting it to do it using a raytracer:</p><p><a href="https://blog.nawaz.org/posts/2025/Oct/pelican-on-a-bike-raytracer-edition/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">blog.nawaz.org/posts/2025/Oct/</span><span class="invisible">pelican-on-a-bike-raytracer-edition/</span></a></p><p><a href="https://mastodon.xyz/tags/llm" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>llm</span></a> <a href="https://mastodon.xyz/tags/raytracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raytracing</span></a> <a href="https://mastodon.xyz/tags/povray" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>povray</span></a></p>
GNU/Trinukso ۞<p><a href="https://masto.ai/tags/AlanWake2" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AlanWake2</span></a> me va de puta madre con gráficos altos. Con <a href="https://masto.ai/tags/DLSS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DLSS</span></a> 4 en calidad + FG. Nada de <a href="https://masto.ai/tags/RayTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RayTracing</span></a>. Ni si quiera activé ni probé el Ray Reconstruction. A veces da lagazos, pero muy poco la verdad.</p>
tTh<p>La famille <a href="https://mastodon.tetaneutral.net/tags/hexacone" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>hexacone</span></a> en <a href="https://mastodon.tetaneutral.net/tags/raytracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raytracing</span></a> avec <a href="https://mastodon.tetaneutral.net/tags/Povray" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Povray</span></a> commence à exister en mode "EGA".</p><p><a href="http://maison.tth.netlib.re/v/hc/ega-remote.mp4" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">http://</span><span class="ellipsis">maison.tth.netlib.re/v/hc/ega-</span><span class="invisible">remote.mp4</span></a> et <a href="https://git.tetalab.org/tTh/HexaCone/src/branch/main/tools/build-ega-mp4.sh" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">git.tetalab.org/tTh/HexaCone/s</span><span class="invisible">rc/branch/main/tools/build-ega-mp4.sh</span></a></p>

youtu.be/iAAwGJ2dX0w

Experiment 407: Wanted to get Keijiro's DxrLattice test to "megastructure" scale by switching from prefab gameobjects per tile to instanced indirect render. Went from around 3,000 non-instanced gameobject meshes @ 4 fps to 240,000 instanced meshes @ 20 fps (even with per-instance material values, and 1-bounce DXR raytracing)!

youtu.be/nrMJ6VCjXm0

Experiment 406: Well, opposite of a turntable I guess, as I'm turning camera around the scene instead. Rendered out on laptop 3070, so you can see the realtime framerate isn't having a great time with the recursive render objects so large on screen.
Just love Keijiro's Puppet dancing goons: github.com/keijiro/PuppetTest

In this tutorial series from SIGGRAPH, we enhance a Vulkan renderer with ray tracing features to implement real-time pixel-perfect shadows (with and without transparency) and a bonus reflection effect. You will work with provided scaffolded code (based on the Vulkan Tutorial) and fill in key shader functions following step-by-step instructions.

docs.vulkan.org/tutorial/lates

docs.vulkan.orgUntitled :: Vulkan Documentation Project

youtu.be/Uec2rGSo6u4

Experiment 405: Another perf test - added 25x Keijiro's Puppet dancing goons with recursive render to test out how it looks with multiple objects and 4 bounces. 4 seemed enough to get nice entry/exit for meshes and then enough detail for objects behind that it sells the "crystal" look. Perf suffers badly the more of the screen is dominated by refractive objects, as there's more ray trace workload.

youtu.be/yjlZp9Lh2qc

Experiment 403: More tests - recursive render with 4 layers and side walls set to mirror shine can start to recreate the "infinite room" look.
Disabled reflection probe fallback as the box-projection cubemap looks okay for general reflections, but when directly next to ray-accurate reflections becomes obviously incorrect. Probably need to add temporal fallback to extend it further.

youtu.be/Lu3tln1Xzzk

Experiment 402: More tests - the recursive render material option gives a lovely transparent look with proper depth transmission colour and entry/exit refraction.
Using Recorder to export video at capped 60fps, but Graphy FPS top right shows realtime perf on laptop 3070 GPU. Must have not set the material up properly for screenspace refraction. Some parts of vid show tweaking material IOR value.

youtu.be/wvLDqp8RF4M
Experiment 401: Playing around with Keijiro's DxrLattice test project at work: github.com/keijiro/DxrLattice
On Quadro A6000 (Ampere gen) with DLSS on, HDRP is solid 60 fps with 1 bounce ray tracing into the scene. Depending on extra geo (light bars and vfxgraph particles) it dips under 60 when using 2 bounce RT. Also limited in number and output format for vfxgraph support in RT.

Added a "sky light" to my raytracer. Basically acts like one big hemispherical area light, with an arbitrary color and orientation.

Initially wasn't gonna bother with any kind of soft shadows at all, but there's certain kinds of scenes that are totally impossible without it (like overcast lighting) so I'm caving in this area.

(not like it'd be totally out of the question for the 90s. Quake 2 had radiosity in its lightmapper, and that came out in 1997)