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On this day 2 years ago I posted a tweet on what would eventually become a sparse version of EmberGen, which had already been in development for 3 years
A retrospective🧵on the journey so far:
#EmberGen
Got rid of some nasty aliasing artifacts today.
g = +90% and -90%, kind of extreme for the environment lighting model (26 directional lights, 1/4 res) and multiple scattering model (6-dir LPV, 1/16th res) used (you can see transitions if you watch closely).
Cursed
(feature request: Agent-initiated harness rewind for context curation for when it knows that part of its context can be shed)
Morten Vassvik retweeted
EmberGen 2 LPV Cloud Rendering R&D
EG 1 could never dream of this many voxels at this rendering quality. Oh how far we have come!
Morten Vassvik retweeted
Real-time spectral rendering of the atmosphere using Radiance Cascades with rainbows and refraction.
Light paths are allowed to bend and create complex dispersion as well as atmospheric lensing.
Morten Vassvik retweeted
Still tweaking the combustion solver in EmberGen 2. A bit closer to photo-realism as well, particularly at the end.
Morten Vassvik retweeted
Based on my recent work for real-time Lorenz-Mie scattering and spectral volumetrics, I think it would suit well for atmosphere rendering in the style of Gran Turismo. Has anyone tried recreating their datasets, or better, results, also to compare? Want to try this in real-time.
Replying to @CodyBennett
Mie scattering is wavelength-dependent and varies over altitude and humidity, as described in "Physically Based Real-Time Rendering of Atmospheres using Mie Theory" and Gran Turismo 7 2023 GDC presentation. This phase is nice on the ground but doesn't hold up at higher altitude.
Morten Vassvik retweeted
Pretty sure I discovered some new N-body choreographies, up to 11 dimensions for now: lycium.github.io/hyperchoreo…
Morten Vassvik retweeted
i made a puzzle game where you bend light with prisms, lenses, black holes
there's 30 levels for you to play
it's called Prism Rules, it's out now, i hope you'll enjoy :]
Rational photometric blackbody radiation approximations: shadertoy.com/view/ffcSRl
TBH, it's what you get when the default is "throw tokens at it". The latest iteration of "you need to write loops" is just the latest iteration of "throw more tokens at it" as another intermediary step. There's so much waste, imo, flowing from he top (literally and figuratively)
Replying to @tunguz
I seriously don’t know what the fuck people are doing.
I manage multiple products and have shipped a few things 0->1 since Claude Opus 4.5 and have rarely ever hit the weekly limit on a Max plan. I’ve got to think people aren’t using orchestration, subagents, or good context management if they need to churn through that scale of tokens working on a 1 person project

























