Please go with “DXR” or “DirectX Raytracing” (secret agenda: ray-traced Minecraft)

This is a post in which I sneak in an announcement at Gamescom from Microsoft and NVIDIA under the guise of an engaging post about terminology. I tell you now to avoid any anxiety or stress from surprise, to keep your heart healthy. The announcement is that official ray tracing support is coming to the Windows […]

Messing about with SEUS for Minecraft

I plunked my $10 down to try out Sonic Ether’s Unbelievable Shaders (SEUS), PTGI E6, for Minecraft. These shaders include ray-tracing, path-tracing, and other effects. They’re not the easiest thing to install: you need Forge, then need OptiFine, then SEUS (but not the old SEUS), and adding something like the Realistico resource pack with high-res normal […]

Really, another Minecraft article?

Here at RTR HQ we like to consider ourselves trailing edge, covering all the stories that have already been slashdotted and boingboinged, not to mention Penny Arcaded. My last post included the simulated 6502 project. The madness/brilliance of this ALU simulator boggles my mind. Yes, Minecraft is awesome, and for the low low price of $13.30 it’s had […]

USD and glTF Resources Page

Here’s my new page about USD and glTF resources: https://www.realtimerendering.com/usd_gltf.html – if you see anything missing or wrong, let me know. I’m no expert, still learning. Which is in part why I put this page up, to get feedback. This past year I made two minor contributions to the USD Working Group Assets repo. Being […]

Seven Things for June 2, 2022

Now that Aaron Hertzmann’s pointed it out, I’m noticing all the time that my perception of a scene doesn’t much match what a camera captures. Starts out lightweight; by the end he delves into some current research. For good or ill, reading the ancient Wavefront OBJ model format (now 32 years old) is still a […]

Meandering Musings on the Metaverse

Well, that’s maybe not the most tantalizing title, but it’s about right (and I did mis-title it originally – see the URL). [And, before I start: to give a virtual space or two a try next week, register for I3D 2022 – happening next week, May 3-5, 2022 – for free. Due to COVID, they […]

Seven Things for December 13, 2021

Want more metaverse? Attend the Real-Time Conference, free, happening right now. I3D 2022 Call For Participation is up. It will be online (sad face emoji) May 3-5. Graphics Interface CFP is also up, conference is May 17-19. An entertaining rant in the Communications of the ACM (of all things) about why you shouldn’t ever look […]

Mineways: Lessons Learned

Mineways is my little hobby project. It exports models from Minecraft, for making animations or for 3D printing. It’s just turned 10 years old, and has been downloaded over a million times, from what I can gather (about 300 downloads a day currently). So, I thought I’d summarize some of the lessons I’ve learned from […]

Seven things for July 30, 2020

Well, I have about 59 things, but here are the LIFO bits: Reverse Engineering the Rendering of Witcher 3, part 20 – Light Shafts: an incredibly detailed article about the beams of light glare effect. And it truly is part 20, see the index for the first 19. These will keep you busy for many hours. […]

Seven Things for April 17, 2020

Seven things, none of which have to do with actually playing videogames, unlike yesterday’s listing: Mesh shaders are A Big Deal, as they help generalize the rendering pipeline. If you don’t yet know about them, Shawn Hargreaves gives a nice introduction. Too long? At least listen to and watch the first minute of it to […]