xima Profile
xima

@_x1m4

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256

Graphics programmer | Freelancer | Working on a Voxel Engine ------------------- Youtube: Discord:

Tübingen, Germany
Joined December 2014
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@_x1m4
xima
1 year
Started working on the in-house voxel engine of @voxraygames ! These are a few dev snapshots of the new real-time lighting engine #voxel
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@_x1m4
xima
2 months
A few updates in my GPU-driven webgpu game engine: There is now a player inventory, items, item drops and an item HUD. The cave ambient noise is evaluated using sound ray tracing, and monsters now do scary groal sounds! :)
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@_x1m4
xima
5 months
A first demonstration of Cellular Automata GI in 3D. The different injection phases are shown in the video. Sunlight and Skylight are propagated and injected with pure CA too!
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@_x1m4
xima
10 months
Exploring a procedurally generated forest to test a bunch of new engine features #webgpu #voxel
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@_x1m4
xima
9 months
A timelapse of the GPU vegetation growth algorithm that I'm currently working on. Model is created by @ephtracy :)
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@_x1m4
xima
4 months
Hunting time! Since this is a GPU-driven game engine, it was somewhat tricky to implement entities. They are implemented in ~11 fully indirect GPU compute passes! For path finding I'll stick to flow fields as they are essentially just basic flood fill, so very GPU friendly :)
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@_x1m4
xima
7 months
Ray tracing sound on the GPU (Work in progress). Since the whole game is running on the GPU, I found it convenient to do the sound management and the ray tracing on the GPU as well. Each frame the CPU receives a sound queue from the GPU to process, and applies effects like reverb
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@_x1m4
xima
5 months
Working on a Cellular Automata model that solves multi-bounce Global Illumination. It's fast, integer based and fully GPU parallelizable!
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@_x1m4
xima
1 year
Prototyping a 2D simulation engine, where every pixel is simulated and the lighting is path traced in real-time. The world size in this video is 16384x16384 #pixelart #webgpu
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@_x1m4
xima
7 months
Work in progress cascaded GPU particle volumes. The particles can interact with both the world and also with each other (inspired by Noita's falling sand simulation). Each cascade size is 128^3 and takes about 0.3ms per update :)
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@_x1m4
xima
1 year
Single light bounce vs. infinite light bounces. The infinite light bounces are literally for free by resampling the world radiance cache. #voxel #webgpu
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@_x1m4
xima
4 months
More procedural vegetation!
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@_x1m4
xima
10 months
Experimenting with procedural tree generation. The trees can also sometimes grow glowing berries! #webgpu #voxel
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@_x1m4
xima
10 months
Lava propagation test using cellular automata #webgpu #voxel
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@_x1m4
xima
1 month
Added volumetric fog and temperature based color grading #webgpu #gamedev
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@_x1m4
xima
4 months
First showcase of GPU-driven entity rendering. It uses Voxel Splatting to project the entity boundings on screen, and then traverses the model nodes with a mix of analytic OBB+SDF intersection and voxel DDA ray casting (to give the pixelated look). Limit is at about 500k entities
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@_x1m4
xima
1 month
Heh, you really thought you could just tower up? #webgpu #gamedev
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@_x1m4
xima
10 months
Improved world-space radiance caching and ray marched volumetrics #webgpu #voxel
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@_x1m4
xima
1 month
Aside ray traced sound for both reverb and occlusion, there is now also high quality real-time pitch shifting using granular analysis! #gamedev #webgpu
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@_x1m4
xima
1 year
You can now try the browser demo of my pixel engine: Controls: - Left mouse: Draw pixel - Right mouse: Translate camera - Mouse wheel: Zoom camera - Keys 0-9: Switch cell material Notes: - Only works in latest Chrome - Might freeze while loading
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@_x1m4
xima
2 years
Real-time stochastic Depth of Field
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@_x1m4
xima
4 months
Portals?
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@_x1m4
xima
3 years
Fixed per voxel lighting #voxel #webgpu
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@_x1m4
xima
5 years
Added volumetrics #rtx #vulkan
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@_x1m4
xima
4 years
Ever wondered how Chromium would be like with Hardware accelerated Ray Tracing? #chromium #rtx Link to the demo and binaries:
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@_x1m4
xima
2 years
Volumetric fog with god rays. Rendered with cone tracing at 1/4 resolution and upscaled using a spatio-temporal upscaler. #webgl
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@_x1m4
xima
1 month
Using flow fields on the GPU for entity path finding: Blue tint is the flow field itself and the Green tint is the flow field gradient that each entity calculates to get a walking direction. Tight corners and stairs were tricky but are mostly working now too! :)
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@_x1m4
xima
2 years
A Turing-complete Circuit Simulation
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@_x1m4
xima
5 months
Messing around with AGX tonemapping
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@_x1m4
xima
3 years
Micro voxel rendering using #quixel megascans. #webgpu
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@_x1m4
xima
2 years
Ray traced in real-time #webgl
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@_x1m4
xima
2 years
Voxel Destruction Test
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@_x1m4
xima
3 years
Procedural Voxel Terrain #voxel #proceduralart #webgl
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@_x1m4
xima
1 year
Added volumetric fog and a procedural sky #voxel #webgpu
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@_x1m4
xima
2 years
Voxel Engine Cinematic Post Processing
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@_x1m4
xima
10 months
A short demo of my recent real-time global illumination experiments
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@_x1m4
xima
4 years
VK_KHR_ray_tracing Triangle Sample. Source: #vulkan
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@_x1m4
xima
3 years
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@_x1m4
xima
2 years
Volumetric lights
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@_x1m4
xima
3 years
Voxel lighting prototype #webgpu
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@_x1m4
xima
2 years
Voxel Engine - Exploring a Voxel Fractal
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@_x1m4
xima
11 months
Prototyping a game where you have to manage air and water to surive in the deep sea. There is a realistic multi-type fluid mass simulation running behind the scenes #pixelart #webgpu
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@_x1m4
xima
5 years
I have published a Tutorial about Real-Time Ray-Tracing in WebGPU: #rtx #webgpu
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@_x1m4
xima
2 years
Indirect voxel radiance #voxel #webgl
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@_x1m4
xima
4 years
Successfully ported my Path Tracer from Vulkan to WebGPU using #vulkan #webgpu #rtx
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@_x1m4
xima
3 years
2D pixel art ray tracing: Denoising 2 samples per pixel using blue noise and a spatio-temporal filter #webgl #pixelart
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@_x1m4
xima
2 years
Here is a Link to try this Demo (on MacOS, use Chrome Canary):
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@_x1m4
xima
2 years
Sub-Voxel tracing #webgl
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@_x1m4
xima
3 years
Very color. Much abstract. #voxelart
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@_x1m4
xima
3 years
A 256^3 voxel volume, flooded using cellular automata. Currently prototyping noiseless global illumination. #voxel #webgl
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@_x1m4
xima
2 years
Volumetric sunlight test
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@_x1m4
xima
2 years
Exploring a Voxel Fractal
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@_x1m4
xima
2 years
Real-time Cone traced shadows #webgl
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@_x1m4
xima
3 years
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@_x1m4
xima
4 months
@Lambda_Coder Yes everything is done on the GPU :) The CPU is mostly just there to send mouse and keyboard events to the GPU
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@_x1m4
xima
5 years
My hobby Path Tracer written in JavaScript, powered by #Vulkan and #RTX Oh and this is my first tweet :-)
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@_x1m4
xima
2 years
Voxel Engine Animation Stress Test
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@_x1m4
xima
2 years
Voxel Engine - Particle System
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@_x1m4
xima
2 years
A preview of the VoxelChain website
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@_x1m4
xima
3 years
Animated voxel fractal #voxel #webgpu
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@_x1m4
xima
2 years
Procedural sub-voxel noise
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@_x1m4
xima
2 years
GPU accelerated Particles
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@_x1m4
xima
3 years
Animated voxel fractal #voxel #webgpu
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@_x1m4
xima
2 years
Implemented an atomic exchange system to efficiently swap voxels (e.g. let them fall down). I've also setup a Discord server which you can join here:
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@_x1m4
xima
2 years
Jungle Temple Scene #voxel #webgl
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@_x1m4
xima
3 years
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@_x1m4
xima
2 years
Voxel engine progress #webgl
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@_x1m4
xima
2 years
Implemented Autofocus and Autoexposure (both accumulated over time) #voxels #gamedev #webgl
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@_x1m4
xima
2 years
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@_x1m4
xima
2 years
Volcanic test scene with particles
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@_x1m4
xima
2 years
Overview of my Voxel Ambient Occlusion #webgl
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@_x1m4
xima
2 years
This is how the UI of VoxelChain currently looks like #webgl #voxelart
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@_x1m4
xima
2 years
Voxel Falling Sand Simulation with Cone tracing #voxel #webgl
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@_x1m4
xima
2 years
Created within a few minutes with @VoxelChain :D
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@_x1m4
xima
2 years
Volumetric lights, second attempt
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@_x1m4
xima
3 years
2D ray tracing (with fake depth) #webgl #pixelart
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@_x1m4
xima
4 months
@AdaBarx The GPU does the sound management (e.g. when an entity plays a footstep) and then evaluates the environment for the sound with ray tracing for effects like reverberation and cutoff/muffing. The CPU then receives the queue every frame and applies the effects :)
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@_x1m4
xima
2 years
5-bit Voxel Rotation (Supports all 24 possible rotations)
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@_x1m4
xima
2 years
Voxel Engine Close Ups - Running at +110 FPS on an Apple M1
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@_x1m4
xima
3 years
Different fractal estimator #voxel #webgpu
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@_x1m4
xima
2 years
Stochastic Depth of Field + Exponential Fog
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@_x1m4
xima
4 months
@leonard_coder The CPU is actually quite busy too, it processes the ray traced sound queue from the GPU and applies effects like reverb. Reverberation is very expensive to calculate unfortunately as it requires convolution
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@_x1m4
xima
3 years
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@_x1m4
xima
2 months
@XorDev The engine heavily relies on compute shaders, which webgpu finally brings to browsers :)
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@_x1m4
xima
3 years
Random dev screenshots #voxelart #procedural
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@_x1m4
xima
2 years
Came across this jungle seed, thought it looks cool #voxel #webgl
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@_x1m4
xima
1 year
@guillaumepiolat Yes I'm planning to write an in-depth series about the rendering internals at some point :)
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@_x1m4
xima
2 years
Procedural sub-voxel noise #webgl
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@_x1m4
xima
4 months
@notch @imdanstellar Definitely checkout WebGPU, it's already shipped in Chrome and with compute shaders you have a lot more control over threads. WebGPU also supports storage buffers and scatter writes, which WebGL unfortunately completely lacks
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@_x1m4
xima
4 months
@stephc_int13 Yes I hope to find some time to create an article or video about it :)
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@_x1m4
xima
10 months
@gadirom_ The shadow map of the fog is relatively low resolution, but I found that increasing the jittering of the sampling ray based on its distance is really effective in reducing the artifacts. The resulting noise is then smoothed out by the TAA and a simple blur filter :)
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@_x1m4
xima
7 months
@luelly The particles are stored inside multiple volumes that are centered around the player. Each volume doubles in scale of the world it covers. So particles far away are less precise in their behaviour, but since they're small on screen, it's not very noticable. It's like LOD :)
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@_x1m4
xima
4 months
@TemperGame For block collisions I use AABB sweeps and for inter entity collisions I plan other either using a grid+atomic counter based vector field or a spatial structure.
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@_x1m4
xima
2 years
WIP lighting #voxel #webgl
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@_x1m4
xima
10 months
Note: Sub-voxel opacity is currently not handled, so stuff like grass looks a bit too dark since no light can pass through
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@_x1m4
xima
2 years
Infinite Cellular Automata Terrain Generator:
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@_x1m4
xima
5 years
I'm working on a #Vulkan #RTX implementation for #WebGPU Today I got to the point to render the first hello world triangle, fully ray-traced
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