Catalin Moldovan
andun.bsky.social
Catalin Moldovan
@andun.bsky.social
Loves computer graphics. Programmer by trade. Geek at heart. Interested in technology. Ex Twitterverse lurker (https://x.com/catalinmoldovan).
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
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Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...
November 4, 2025 at 2:55 PM
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Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
October 29, 2025 at 2:18 PM
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A retrospective of my tech career - a work-focused autobiography, basically - feels a bit vain, but I'm hopeful that it is interesting or useful enough to justify that.

If nothing else writing it up forced me to try to remember what actually happened.

randomascii.wordpress.com/2025/10/22/r...
Reflections on My Tech Career – Part 1
I’ve been lucky enough to have had a successful career as a software developer. Spanning six companies and thirty-seven years I’ve had the opportunity to work on Elastic Reality, Xbox, Windows, Ste…
randomascii.wordpress.com
October 22, 2025 at 9:05 PM
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So, I made a hair shader that doesn't require any specially made meshes or textures.

Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.

github.com/runevision/H...
October 23, 2025 at 7:58 AM
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Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.

Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.

fauder.github.io/posts/2025/1...

#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
fauder.github.io
October 21, 2025 at 4:43 PM
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
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#MaterialMaker 1.4 (#GodotEngine based PBR material authoring and 3D model texturing tool) is now available on @itchio .
It is based on Godot 4, had a huge UI redesign and has quite a few new nodes.
rodzilla.itch.io/material-mak...
Material Maker 1.4
Material Maker 1.4 is now available for download... I would like to apologize for all the time it took, I seriously underestimated the effort needed to port everything to Godot 4 and the temptation to...
rodzilla.itch.io
October 5, 2025 at 10:39 AM
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Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
October 7, 2025 at 1:31 PM
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For anyone who's tried to use spherical harmonics for lighting and found the notation- and terminology- heavy definitions confusing, highly recommend this classic: grahamhazel.com/blog/2017/12...

I think Graham Hazel's blog was down for a long time, years maybe, but works now!
Alternative definition of Spherical Harmonics for Lighting – Graham Hazel
grahamhazel.com
October 4, 2025 at 7:46 PM
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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...
September 30, 2025 at 5:40 PM
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Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
September 29, 2025 at 1:30 PM
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Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
September 22, 2025 at 1:41 PM
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#GodotEngine 4.5 has finally arrived! 🎉

With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone!

godotengine.org/releases/4.5/
Godot 4.5, making dreams accessible – Godot Engine
From mind-blowing effects now made possible by the stencil buffer to accessible descriptions of your GUI elements that opens up the possibility for people with disabilities to play your game — we are ...
godotengine.org
September 15, 2025 at 8:30 PM
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TinyBVH 1.6.6 is out on main. Changes:
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 2, 2025 at 8:46 AM
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Graphics Programming weekly - Issue 406 - August 31st, 2025 www.jendrikillner.com/post/graphic...
September 1, 2025 at 1:25 PM
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I just merged a great sokol_app.h PR by @sebdegraff.bsky.social: custom mouse cursor support across all platforms :)

New sample: floooh.github.io/sokol-html5/...
September 1, 2025 at 1:00 PM
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Nicely-explained and illustrated article on making a spherical Minecraft-style blocky world.

(with playable web demo)

www.bowerbyte.com/posts/blocky...
August 28, 2025 at 5:47 PM
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:22 AM
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen are now online: advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:15 AM
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#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....
August 26, 2025 at 5:09 AM
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Finally finished part 4 of my Godot Grass Rendering Series! In this one, we'll dive deep into level-of-detail and impostors to create an infinite field of grass while keeping the GPU cool:

hexaquo.at/pages/grass-...

#godot #gamedev
August 25, 2025 at 4:18 PM
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Graphics Programming weekly - Issue 405 - August 24th, 2025 www.jendrikillner.com/post/graphic...
August 25, 2025 at 12:40 PM