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Jed037 @UCaeZjQFw4QIi5vdfonAmsvA@youtube.com

433 subscribers - no pronouns :c

I uhhh do rust stuff and then uhh like graphics stuff yea aw


Welcoem to posts!!

in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c

Jed037
Posted 2 weeks ago

First pic: Surface Nets meshing on 3D volume
Second pic: Simplified mesh using a height map. Doesn't do well with overhangs but reduces triangle count at least (to a constant number as well)

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Jed037
Posted 2 weeks ago

256x256x256 surface nets executed on the GPU using a C# -> HLSL transpiler that converts a "graph" written in C# to valid HLSL compute kernels to be executed.

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Jed037
Posted 2 months ago

Rust DDA rewrite is coming along well... got refractions and reflections working and some simple lighting. Using a proper DDA algorithm (stolen from shadertoy) also speeds up things incredibly. Only problem now is having to implement a sparse octree system, as I've had difficulties implementing a performant one...

Stolen DDA code: www.shadertoy.com/view/lfyGRW

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Jed037
Posted 2 months ago

Rewriting the voxel raymarcher in rust using rust-gpu...

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Jed037
Posted 3 months ago

Some cool ray-reflection screen-shots from my voxel ray-marcher. Running at 1440p, but not at 60fps unfortunately (warp divergence causing compute shader performance hit)

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