Screen Space Indirect Lighting with Visibility Bitmask: Improvement to GTAO/SSAO Real-Time Ambient Occlusion Algorithm (GLSL Shader Implementation)

Been researching real-time indirect lighting and global illumination techniques recently, and was most interested in simpler methods that did not require extensive pre-computation steps. Evaluating indirect light in screen space is an obvious choice here, since it can be fully dynamic, and the performance cost is essentially fixed (for a given resolution or sample count) so can be more easily scaled to varying

Concept for Debut Game from Outmode

So I decided to throw together some concept art for an idea I’ve had for a bit. Put this together with Midjourney, and it actually came out pretty close to what I had in my mind (well, much better). Was planning on publishing a smaller game with my engine, Degine, within the next few months. Timeline is tight, but I think I need

New Year, New Avatar

Decided to make a new profile pic for my social networks. Still the same character, but with an anime AI glow-up. This was a celebration of hitting 4,000 follows on Twitter. The image was created originally by rendering in real-time and then feeding that into the AI. I would have liked to use my own engine, but it still needs some work, so

Review: Ray Tracing for $189?! Arc A750 Benchmark

Just got an Intel Arc A750 and decided to benchmark it at 1080p using ray tracing in 5 games. The card I’m testing is the Acer Predator BiFrost Arc A750, selling for $189 currently. Intel drivers have improved drastically since launch, so far every game I tried works with no problem and performance is extremely competitive at 1080p. I did have the limited

Degine: Early Editor Progress

Quick update on Degine, my in-house OpenGL engine. Most of the shaders were finished a few months ago, though I’ve been working on various optimizations behind the scenes. Performance is quite stable, at least on high-end desktop, right now (watch the embedded video). Still needs some work on the lower-end and mobile, though it’s getting there. The most visible addition is a UI,

Degine: Forward+ HDR PBR IBL Render Improvements

In the past week I’ve made some major breakthroughs with the performance on Degine, my custom OpenGL / WebGL 3D engine. Did a lot of reading on performance and optimization guides, like on the ARM and Nvidia websites, specifically for OpenGL ES3 performance on mobile. Also integrated a new lighting system, that supports up to 8 dynamic lights at once (with 1 including

Degine: 60FPS on $99 Kindle Fire

I spent the last two days adding GPU compressed texture support to Degine, my custom OpenGL / WebGL 3D engine. I tried a few formats, but ended up going with ASTC, since it was the only one that appears to be supported on both desktop and web. While it’s not a massive difference, it was enough to get the Amazon Kindle Fire HD

Review: Modern Graphics Programming Primer by Hans de Ruiter

This is one of those short, no-nonsense, types of books that actually has a treasure trove on info hidden inside. It’s not very long, and can be read in one or two sittings. And there is not really all that much code either, aside from a few cookbook like examples at the end. What Modern Graphics Programming Primer offers is an approachable, high-level,