Bepe
mrbepe.bsky.social
Bepe
@mrbepe.bsky.social
I love the history on the page as well.
December 11, 2025 at 2:10 PM
Epic! The teapod Configurator I always needed but never knew i did.
December 11, 2025 at 2:10 PM
Lighting Artists love these features 👏
November 30, 2025 at 8:47 AM
Hurray! 😃
November 30, 2025 at 8:44 AM
May I ask how you do the double to camera relative float conversion on a higher level? Do you push doubles to GPU und than calculate camera relative? do you do it before accerlation structures update?
November 25, 2025 at 6:55 AM
Visually Stunning !
November 22, 2025 at 11:15 AM
Wow, that is some advanced stuff. Would you go into detail what the colors represent. Is every location with same color ok to use values stored in the reservoir?
November 15, 2025 at 12:25 PM
Wow. Looks coool
November 13, 2025 at 3:52 PM
Are you willing to share what your dream game would be?
November 10, 2025 at 5:27 PM
Oh, thanks for the detailed explaination. I hope to grasp more about it one day. Do you handle each triangle as ists own lightsource? The packing is also very interesting to keep ray payload data small. I assume.
October 31, 2025 at 7:39 PM
Wow, so cool you found the bugs. I am beginner when it comes to raytracing. I wonder for what the bitfields are used?
October 31, 2025 at 1:40 PM
Incredible!
October 31, 2025 at 1:36 PM
LGR Channel is sooo good!
October 7, 2025 at 7:04 PM
gorgeous
October 3, 2025 at 7:36 PM
For me Hayao Miyazaki puts these words in pictures on screen when he shows, small everyday actions in moments of silience in his films. Maybe something that fills them with life so much.
September 26, 2025 at 8:51 PM
🤣
September 19, 2025 at 6:06 PM
Wow this is super interesting article.
September 18, 2025 at 5:59 PM
I can imagine. Looks stunning. Are you willing to share how your algorithm roughly works?
September 7, 2025 at 12:56 PM
2/2 On moving objects like characters the issue is very visible even if they are deformed only by one or 2 math ops. On hair or cloth it is a nightmare. Most of the time with huge sets we resort to have the action shot by shot play out near the coordinate center. Offsetting everything.
September 4, 2025 at 5:57 AM
1/2 : ~100k, that is the magic number. With floating point precision with this distances, it indeed will be an issue. In Animation movie production we face the same problem. Geometry Caches exported from Characters will be unstable. In static geometry the issue is not visible...
September 4, 2025 at 5:53 AM
Indeed ! How fascinating. The clamped previews actually have a nice composition too.
September 1, 2025 at 5:26 PM
It really does. Imagine all the Adventures towards the Mountain!
August 31, 2025 at 10:56 AM
These are terrific!. It is to me like magic how you can do the values so well, it feels so natural
August 17, 2025 at 6:16 PM
Thats awesome
August 2, 2025 at 9:23 AM