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GPU-driven pebbles #MetalAPI #iOSDev #ShaderDesign
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Exploring particle systems as living structures. Rebuilt this in Metal — now reacting in real time and starting to feel less like an effect, more like a system. Inspired by @flexmonkey. code ↓ github.com/nzhddemian/MetalP… #metalapi #generativeart
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repost @syedrezaali on IG S P E C T R O G R A P H #metalapi #perfectloop
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MetalAPI support is improving, gaming on Mac will be a great experience
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WWDC25がついに今夜ですね! この動画はMetalAPIのRayTraceでレンダリングしています。 MetalAPI関連のアップデート、何があるのか楽しみ! リアルタイムで見るか、明日の朝見るかそれが問題だ。。。 #レイトレーシング #3DCG #WWDC25
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My #radiancecascades implementation is under this repo. I will probably continue working on it. Should be a good starting point if you want to get into SPWI :) Written in #metalapi github.com/Qirias/RC-SPWI
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Depth aware with bilateral filtering and also proper interpolation for the final gather. Had to use a linear depth buffer for bilateral which also fixed another problem. Now I will either try the min/max probe placement or something else. #radiancecascades #metalapi
Did merging and recently pre-averaging. Currently blurring the radiance texture but it looks horrible so I will do it properly later on with interpolation between probes. Still not depth aware merging and that's probably coming next... #radiancecascades #metalapi
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Loaded an emissive obj and the rays that intersect it are red. I'm using octahedral maps to store the radiance and the directions instead of lat/lon. I have tried visualizing the radiance textures by using the same intervals I used for 2D (see bellow) #metalapi #radiancecascades
Will use latitude longitude subdivision to trace rays from the probes. In c0 there are 8 rays, c1 has 32 rays and so on. That way, when merging a cascade with the upper one eg. c0 with c1, every ray of c0 will have 4 rays from c1 to interpolate with. #metalapi #radiancecascades
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Will use latitude longitude subdivision to trace rays from the probes. In c0 there are 8 rays, c1 has 32 rays and so on. That way, when merging a cascade with the upper one eg. c0 with c1, every ray of c0 will have 4 rays from c1 to interpolate with. #metalapi #radiancecascades
Probe placement using a min max depth buffer. Just drawing them first to make sure they're placed correctly. #metalapi
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Probe placement using a min max depth buffer. Just drawing them first to make sure they're placed correctly. #metalapi
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