Nikita Lisitsa
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lisyarus.bsky.social
Nikita Lisitsa
@lisyarus.bsky.social
He/him

I teach C++ & computer graphics and make videogames

Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1

Check out my cozy road building traffic sim: https://t.ly/FfOwR
Finally have some more time to work on this. The benefit of a noise-based scene is that 1) I can easily adjust its density, and 2) I can generate it in the shader on the fly. This will help in profiling the raytracer in a variety of cases and check if it's compute/memory bound.
November 25, 2025 at 2:10 PM
Once again visualizing the number of steps the raytracer takes through the voxel map (more yellow = more steps, red = hit a voxel). Looks quite surreal
November 23, 2025 at 7:59 PM
Trying a new voxel scene to test memory vs compute GPU performance in my raytracer, using @xordev.com's dot noise: mini.gmshaders.com/p/dot-noise
November 23, 2025 at 9:10 AM
Rewriting my voxel storage once again, this time using a two-level tree, aka chunking. Here I'm raymarching the chunks storage, where individual unrelated nonempty 16³-sized chunks are packed in some order. Quite a surreal view of the scene :)
November 22, 2025 at 4:34 PM
First iteration of sparse octree traversal works! It's already about 2x faster than direct 3D texture traversal for primary camera rays, but much slower for incoherent random monte-carlo rays. Need to optimize the hell out of it now
November 21, 2025 at 1:33 PM
I'm rewriting my voxel thing to use wide sparse octrees and it's going exactly as expected :)
November 20, 2025 at 9:23 PM