I teach C++ & computer graphics and make games. Working on a village building game: https://xitter.cf/t.co/skTGGgH0Ay Check out my cozy traffic sim: https://xitter.cf/t.co/7Dzc83p6uq He/him

Joined May 2012
👀 What's that?? 🤯 A new devlog about my village building game! 😅 It only took me 7 months 👇 Link below
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Kinda crazy that you can create cool images by *checks notes* just solving an integral equation
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Reduced the frequency of the Worley noise by half and now the periodic noise artifacts are basically gone. I think this render is my favourite so far 🥰 Really need to add multi-scattering, should make it look even better
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Mixed the disney cloud 3D texture with a higher-frequency Worley noise for some extra detail. I like it but there are some noticeable directional artifacts due to periodic noise...
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Simply tresholding cloud density makes it look like some kind of milky cloud
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Volumetric path tracing + very high scattering coefficients + thresholding density make the volume look like a solid surface
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Also tried tricubic interpolation of density data. As expected, it's much smoother, removes blocky artefacts, and is generally more suitable for stuff like clouds, at the expense of 8x texture samples. Left: trilinear, right: tricubic
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Ooof, wavelength-dependent scattering + scattered surrounding sky produce incredibly soft & lovely visuals
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An attempt at supporting wavelength-dependent absorption & scattering in my volumetric path tracer. Each path simply selects a random color channel to work with 🙃
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Some wallpaper content right there (I'm procrastinating instead of adding multi-scattering lol) #graphics
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Added sampling the sky light in random directions, starting to look so nice #graphics
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Volumetric path tracing adventure continues: added single-scattering by approximating the shadow ray transmittance using ratio tracking. Took a while to get all the coefficients right. Left: raymarched, right: path-traced #graphics
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"approximating" is poor wording though, I should've said "sampling shadow ray transmittance". As far as I understand, this thing is unbiased and converges to the true image over time
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Decided to try some volumetric path tracing. Just absorption + emission for now, no scattering. Using delta tracking to generate samples with pdf proportional to transmission (exp of minus integral of absorption). Left is raymarched, right is path traced. #graphics
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Found a fun simple tone-mapping operator: 1-exp(-3*x*x) The 3 constant is configurable ofc. Has the typical features of filmic tonemappers (a toe, a linear-ish section, a shoulder converging to 1), but the formula is dead simple 😊 Seems to oversaturate things, though #graphics
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#graphics folks, what are some interesting missing features / unsolved problems / etc. in shader compilation / optimization / profiling / tools? One of my students wants to do something like this for their masters degree.
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Nikita Lisitsa retweeted
Box2D v3.2 released! New features include large world support, recording and replay, snapshots, and a dynamic character mover. Performance improvement of 3x across many benchmarks versus v3.1. Blog: box2d.org/posts/2026/10/box2…
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Nikita Lisitsa retweeted
Little blog post about the tree generation algorithm: brashandplucky.com/2026/10/1… #gamedev #indiedev #solodev
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Me: doing computer graphics for 10+ years, teaching it for 5+ years, made hundreds of graphics demos and pet projects Also me: spent an hour debugging what turned out to be a missing cosine term in the Lambertian brdf (aka THE ONLY nonconstant term) 😓
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Nikita Lisitsa retweeted
Твитор, тут такое дело. В общем, я ищу себе психиатра, потому что к моему старому мне вообще уже невмоготу ходить. Знаю, что вероятность мала, но может кто-то может посоветовать психиатра в Челябинске? Если не сложно, лайк, шэр, вот это всё, чтобы кто-нибудь из города увидел.
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Nikita Lisitsa retweeted
Presentation slides are here: wickedengine.net/category/de…
I will be talking about Wicked Engine’s render architecture at Budapest Graphics Forum on October 14! - modern but simple, cross platform graphics API - async, persistent, bindless, multi threaded renderer - visibility buffer, shadows, terrain, water… gpgpu.hu/BGF/
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