Morten Vassvik
@vassvik.bsky.social
1.8K followers 1.6K following 770 posts
Simulation and rendering nerd. Co-founder and CTO @JangaFX Working on EmberGen and more. Discord: vassvik @[email protected]
Posts Media Videos Starter Packs
Pinned
vassvik.bsky.social
Never to late for an introduction post, eh

Hi I'm Morten. I work at JangaFX, where I primarily work on EmberGen, but I occasionally work on our other tools as well.

I hope to eventually start posting more fluid sim and graphics content, hopefully even blogposts and some code too.
vassvik.bsky.social
Fixed a bug and tried beefing up the voxel count: 1.275B active voxels, 3072x3136x1312 bounding box.

Realtime capture in the viewport on 4090.

The projection struggles a bit on this scale, so I brute forced it a bit, so it's a bit slower than it has to be. FMG to initialize should help a lot here.
vassvik.bsky.social
Roughly 1800x1800x500 bounds if this was a dense sim, 134M (same as 512x512x512) active voxels towards the end. Roughly 3.5 GiB used by the entire app, should be able to push that below 3 GiB for this, maybe close to 2.5 GiB
vassvik.bsky.social
Finally adding ground collisions
Reposted by Morten Vassvik
topotoylabs.bsky.social
Extended my topology libs to work on non-Euclidean domains (spherical, toroidal, etc.) by turning mesh edges into geodesics. Below: Bridson's Poisson disk sampling across different domains.

#indiedev #gamedev #computergraphics #computationalgeometry #topology
Reposted by Morten Vassvik
gaxil.bsky.social
Some progress on the VAT export in #illugen. Complex mesh animations can be imported in game engines ... (made with an internal build)
#VFXFriday #realtimevfx #vfx
vassvik.bsky.social
Meaning trying to detect inside/out by any means on a mesh that isn't very "nice" is rough, and things that are usually out of sight out mind to an artist or someone who's made the mesh doesn't exactly make your job of voxelizing such meshes easier :D
vassvik.bsky.social
Therein lies the madness that is sloppy meshes
vassvik.bsky.social
I need to try some hysteresis for my sparse sim at some point
vassvik.bsky.social
Few stills

1664x1568x576 bounding box, 536M active voxels. Roughly 65% sparsity.
vassvik.bsky.social
Bright Red-Blue-Yellow primaries
vassvik.bsky.social
Some tests I did with hacking in mixbox (github.com/scrtwpns/mix...) support today

Left: RGB blending
Right: Mixbox blending

Interestingly I there's a lot to take from this for smoke scattering, which generally has an absorption component, so subtractive color mixing makes sense I think?
vassvik.bsky.social
Time level yeah, and I have large tiles (so there's not a lot of tiles, max 64K by design). And I have a wave size of at least 32 (never heard of anything less, I swear!), so fetching 32 values at once and distributing them across a wave sort of fits nicely
vassvik.bsky.social
Singly linked lists? Doubly linked lists? On the GPU?

I use 27-way linked lists on the GPU, and it's good and highly appropriate!
vassvik.bsky.social
Definitely skipping US conferences for the foreseeable future:(
vassvik.bsky.social
A cool experiment would actually be to have these, but view them under different colored light
vassvik.bsky.social
Fog is <color> if it scatters <color> light. It is not <color> if it absorbs it.

What do you mean what color is the fog if there's no light?
vassvik.bsky.social
Setting/defining a fog color is probably the easier part *nervous laughter*
vassvik.bsky.social
PBR for fog?

Normals? Metallic? Diffuse? Specular? Roughness? Concepts thought up by the deranged
vassvik.bsky.social
I basically just use it as an alternative to Github Gist, and with its files stored in my Dropbox I can have the same files on both of my PCs. The ability to link files and such is cool and all, but less useful I feel.