Lionel Lemarié

Lionel Lemarié

@hikey.org

Rendering, ray tracing, Metal API.

353 followers516 following274 posts

Lionel Lemarié reposted

New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇

Lionel Lemarié reposted

One of the weirder things I made for Keeper was a faux fractal generator in substance designer. These were used as alphas for sculpting and some VFX. #gameart

Lionel Lemarié reposted

Sharing my tiny #voxel editor app that I've been working on for the past year: polycube.app It has nice-looking color sliders, three different brushes and a #raytracing renderer with a built-in denoiser ✨ Looking to keep updating it, still so many things on the to-do list! 📋

Lionel Lemarié reposted

Control is out on iOS now, Ray Tracing and all!

apps.apple.comControl Ultimate Edition App - App StoreDownload Control Ultimate Edition by Remedy Entertainment PLC on the App Store. See screenshots, ratings and reviews, user tips, and more apps like Control…
Remedy Entertainment@remedygames.com

CONTROL Ultimate Edition is now on iPhone and iPad! 🕹️ Touch controls 👾 Reworked interface and gameplay systems 💥Great on smaller screens, while retaining the intensity and unpredictability of the original Get it on the App Store, playable across iPhone, iPad, and Mac. #CONTROLRemedy

Lionel Lemarié reposted

The #WebGPU global illumination engine is getting somewhere, now with volumetric light shafts (00:58) and fully destructible environments. Sorry about the mouse cursor, that's how you know it's real, AI would _never_.

Lionel Lemarié reposted

Got some time to spend on the pathtracer denoiser. It's getting there, and the next step is to fix those disocclusion artefacts. I will start working more and more on this project, and share more info hopefully soon! #rust #webgpu

Lionel Lemarié reposted

I think most raytracing effects and denoisers don't really think about needs of fast games like shooters. For my RTGI denoiser, i put in a lot of care to get an immediately readable and stable image from the first frame after dis-occlusion. its very satisfying.

This was a fun quick experiment: Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically. #rendeting #metalrt

Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky. Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp). #fractals #rendering #metalrt

Lionel Lemarié reposted

Ok, so I'm completely stuck trying to debug this. Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.

Lionel Lemarié reposted

Naive attempt at loading the Zorah scene. Uses 200GB of RAM. With enough swap and patience, who needs optimization?.. #metalrt #rendering

Zorah looks like a nice level-up if you've conquered the classic Swallowing the Elephant challenge! (pharr.org/matt/blog/20...)

pharr.orgSwallowing the elephant (part 1)"Interesting" things almost always come to light when a software system is given input with radically different characteristics than it has seen before. I le...

New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...

Lionel Lemarié reposted

Some images showing off my improvements to my photon mapper I have integrated into truetrace The photon mapper is up on the Dev branch on the github

Lionel Lemarié reposted

Experimenting with a face extrusion and retraction brush in my toy #voxel editor. Threw a bit of #raytracing in there while I was at it ✨

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