Morten Vassvik (@vassvik) header
Morten Vassvik (@vassvik) profile picture

Simulation and rendering nerd. Co-founder and CTO @JangaFX. Working on EmberGen and more. Discord: vassvik @vassvik@mastodon.gamedev.place @vassvik.bsky.social

Hellvik, Norway
Joined April 2009
Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)Photo by Morten Vassvik (@vassvik)
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:
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#EmberGen 1,275,035,648 active voxels 3616x2880x704 bounding box
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#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).
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Cursed (feature request: Agent-initiated harness rewind for context curation for when it knows that part of its context can be shed)
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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!
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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.
Wave Cascades: A wave-optical extension of Radiance Cascades for real-time simulation of Lorenz-Mie scattering and Lorenz-Mie-Fresnel diffraction. Fully spectral Mie LUT is computed in real-time (white=measured, green=computed), and I sample it with UHRC which is fully spectral.
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Morten Vassvik retweeted
Still tweaking the combustion solver in EmberGen 2. A bit closer to photo-realism as well, particularly at the end.
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Morten Vassvik retweeted
The stick is a fuel source
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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.
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Morten Vassvik retweeted
Wife told me these wouldn’t fit. Little did she know I had trained for this moment for years.
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Pretty sure I discovered some new N-body choreographies, up to 11 dimensions for now: lycium.github.io/hyperchoreo…
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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 :]
i'm working on a game prototype where you use mirrors / prisms to bounce light around and solve puzzles not sure if this is something? think you'd have fun playing this?
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Rational photometric blackbody radiation approximations: shadertoy.com/view/ffcSRl
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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
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Morten Vassvik retweeted
Playing with space warps animation and tesselation in #illugen
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Secondary ignition doodles in #EmberGen #vfx #dellpromax
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Morten Vassvik retweeted
illugen.exe
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