April 16th, 2021
Announcing C.L.A.S.H: Colonial Life-Advancing Self-sustained HemisphereAfter a literal decade in the marking, it is finally here:
January 9th, 2021
NV to KHR ray tracing migrationFirstly, happy new year if I haven't told you this personally! :). If you do ray tracing in Vulkan you might find this write up of mine of immense help :). This will help you move to cross vendor Vulkan raytracing in case your code (still) needs nVidia hardware. It was also featured in the Graphics Programming Weekly - Issue 166 :).
September 9th, 2020
May 21st, 2020
HighOmega v3.02 is here!
UPDATED: June 18th, 2020I encourage you to try it out by getting it from GitHub and leaving your feedback on reddit. This will be the last release of this demo before an upcoming game. (fingers crossed!)
Your feedback is of utmost importance and will be implemented if it is crucial and within reach. Cheers,
March 2nd, 2020
Mesh booleans seem pretty popular these days!
UPDATED: March 12th, 2020And we're back in the graphics programming weekly! :) What a way to start posting for the new year!
Click here so you don't miss all the fun. It contains the secret ingredient! ;)
Here's how it looks in-engine (... the reddit post has better quality video though): Cheers,
September 24th, 2019
Shadertoy experiments!So it's been quiet here for a while. And that's because I've been taking a break making Shadertoys :).
Already four of them have been featured in Technically Art which makes me very proud!
Check them out here!
Here's a preview for those of you without a decent card:
June 24th, 2019
We're in the Graphics Programming Weekly! Woohoo!
Grab your issue right here! :)Wanna know why everything is so special this time? Check this video out :)
June 12th, 2019
Announcing HighOmega v3.0: King Mackerel. No RTX? No problem :)
UPDATED: June 28th, 2019Firstly, welcome to our new website! Feel free to look around. Hope you like what you see. Secondly we just recently released HighOmega's most recent iteration: v3.0 code-named King Mackerel. This release's rendering pipeline mainly relies on denoising path-traced images produced by either RTX or our very own Voxel-based hybrid path-tracing technique described here. This means that having an RTX capable card is not necessary for getting denoised path-traced graphics. Please note that not everything in the demo is path traced: distant geometry, the sky, transmittive surfaces and light shafts use traditional means of rendering. The aurora borealis is built on a special kind of noise called Triangular Noise developed by Nimitz. More details can be found here or here.