Warms my heart to see the everyone's excitement ๐งก Finally people can imagine how amazing it is to be part of this graphics team. ๐ฅ Especially proud of VFX art who made all that effort worth it, from every big fire, splash and smoke to the wee sparks, dust and blood ๐ฅ youtu.be/tJbzMqJGH4k?...
Ruben Osorio
Ruben Osorio
@osor.io
Senior VFX/Graphics Programmer working @ Rockstar Games All posts/opinions/views my own :) Website at https://osor.io
348 followers91 following65 posts
Hello graphics Bluesky! ๐งก I heard through the grapevine that my colleague Daniil Smoliakov is looking for new opportunities! He's one of the most talented and tireless people I've ever seen at work so he deserves the praise ๐ Try and get him while you can! ๐๐จ www.linkedin.com/in/daniil-sm...
Hola again graphics peeps! ๐ I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! ๐ฑ osor.io/text Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more! I hope you enjoy it! ๐งก
Screenshots not a great strength either I see ๐ The high-res stuff is in the post anyway, like this one with a bunch of different fonts rendered at high res straight out of the test app I was running this on: osor.io/text/lorem_i...
Hola again graphics peeps! ๐ I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! ๐ฑ osor.io/text Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more! I hope you enjoy it! ๐งก
My first one one got an unexpected amount of interest. Huge thanks to everyone who read it! (Especially @jendrikillner.bsky.social since he was probably the biggest reason ๐) This topic gets way more coverage but I've never seen it done/presented like this, so trying to make my contribution ๐
Been quiet but busy Hope you all like it! ๐งก rockstargames.com/VI www.youtube.com/watch?v=VQRL...
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
@adrien-t.bsky.social also made me aware of @h3r2tic.bsky.social's amazing presentation in h3.gd/a-deferred-m.... Super cool to see the per-draw lists and all the spatial and temporal VRS experiments โค๏ธ
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Tried a few ways to resolve a visibility buffer as a nightly adventure a few days ago ๐ So far my favourite I could come up with is collecting lists of pixels per shader, internally sorted per draw, then a dispatch indirect per shader scalarizing on the draw index. Plus it can have cute bugs! ๐ ๐งต
Added a small section to osor.io/OIT about a neat way to avoid self-occlusion when sampling transmittance ๐ It came up in conversation enough times that it's worth updating instead of waiting for a new post โค๏ธ Also, some peeps asked for a clip with less & slower spheres intersecting so here it is! ๐
Graphics Programming Conference was incredible โค๏ธ So many notes to go through, ideas to investigate, people to talk to and games to play! ๐ฅ Thank you so much to the organizers and all the attendees, it was such a pleasure to meet you all ๐ Can we have Texels sponsor next year though? ๐ป๐
Very excited to be at the Graphics Programming Conference at Breda this week with my guy @angelortiz.bsky.social! ๐๐ If you wanna meet up or have a chat (or ๐ป๐ป) drop us a message! โค๏ธ
Ruben Osorio reposted
@gameengines.bsky.social I would like the custom engine label please! โค๏ธ Thanks for setting all this up btw! ๐
Hola graphics people! โค๏ธ I've been meaning to do some write-ups that are hopefully useful, so this first one is about my approach to Order-Independent Transparency. osor.io/OIT ๐Super excited to finally release this!๐ I hope you enjoy it!
This topic doesn't get as much love as I'd like, so props to those who *do* work on stuff like this. To everyone that worked on wavelet and moment-based transparency, phenomenological, and a loooong etc. โค๏ธ (Can't find people to tag besides @morgan3d.bsky.social and @kostasanagnostou.bsky.social ๐)
If anyone stumbles in here, I like to partake in some cheeky programming at home and I would like to share a bit more of it โค๏ธ More than *nothing at all* which is the amount right now ๐ The intention is to do a bit more blogging soon too ๐ค Here's a old meshlet culling video for eye candy ๐
This is the previous controller I made using hall effect sensors, which is still my preffered way to play fighting games by far! bsky.app/profile/osor...
๐ฎโ๏ธLate Christmas project post!โ๏ธ๐ฎ A controller with hall-effect sensors, custom firmware, PCB and case. With a funky layout too ๐ Been playing fighting games with this since and I've been really enjoying it! Here's some pics ๐ผ๏ธ
A good example of this is if you have a key pressed fully, the moment you start releasing it you can send a "release", without it waiting to reach the fully depressed state. Similar to what Wooting does on keyboards that they call "Rapid Trigger" (wooting.io/rapid-trigger)
It gives a sensation of minimal latency that's very satisfying, plus stuff like double taps becomes much more responsive. This is ideal for fighting games, and I was surprised when I didn't find any previous products doing this. I wouldn't be surprised if this became more standard in the future ๐
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