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Alex Malyutin | Graphics Programmer Profile
Alex Malyutin | Graphics Programmer

@alexmalyutindev

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#Unity3D C# Developer / Graphics Programmer 猫の手も借りたい

Joined October 2018
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
8 months
PoE2 like Radiance Cascades in motion (wip). https://t.co/VHfnRaQlxH #madewithunity #radiancecascades
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
1 month
Improved AO with bitmask visibility, looks more believable now, though there's still a slight halo around objects. Next, I’m planning to try variance depth to get smoother AO. #unity #URP #SSGI #shaders #gamedev
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
2 months
Made a simple real-time SSGI solution to explore the fundamentals. No temporal accumulation, just horizon-based AO, SH lighting, bilateral blur & upscale. Renders under 1ms @ 1080p on a GTX 1050 Ti Repo: https://t.co/9LNH2gS8lP MIT as always. #unity #URP #SSGI #shaders
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@yaazarai
Yaazarai
2 months
I finally have a somewhat solid understanding of holographic radiance cascades. Now its time for a clean implementation. #GameMaker #GameDev #RadianceCascades This is a 2px, 4px, 8px and 16px lights respectively. Working on fixing the 2px lights, but this is otherwise solid.
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
2 months
Made a simple real-time SSGI solution to explore the fundamentals. No temporal accumulation, just horizon-based AO, SH lighting, bilateral blur & upscale. Renders under 1ms @ 1080p on a GTX 1050 Ti Repo: https://t.co/9LNH2gS8lP MIT as always. #unity #URP #SSGI #shaders
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
3 months
I've ported Intel's Conservative Morphological Anti-Aliasing 2.0 (CMAA2) to Unity URP as a post-processing effect. Based on the original HLSL implementation by Intel. Repository: https://t.co/biWD1bQ2M7 #Unity3D #URP #gamedev #opensource
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
5 months
Experimenting with depth moments-based occlusion for screen-space #RadianceCascades. Trying to get smoother, more believable ray intersections during tracing. Still rough, but it's starting to look close to the real thing.
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
Swamp water surface. #madewithunity
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
Changed cascade structure to have two probes along the depth + added depth-guided interpolation while merging. #madewithunity #radiancecascades
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
7 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
8 months
Working on depth-guided Radiance Cascade merging and accidentally get this stylish result #radiancecascades
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
8 months
Tired of programming, decided to do some modeling instead
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
8 months
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
9 months
Rabbits in Sponza with #radiancecascades
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
9 months
Tried world space rays on a horizontal plane + 4 depth rays. #radiancecascades #madewithunity
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
9 months
Fix up merging, now cascades look more correct. #radiancecascades
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@alexmalyutindev
Alex Malyutin | Graphics Programmer
9 months
Made some progress in cascades' merging and combining with the final image. #radiancecascades
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