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  1. 27 Dec 2021

    BTW this simulation/rendering engine is called BlazeFX. It's written in DirectX12. The plan is to add support for Vulkan also at some point.

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  2. 26 Dec 2021

    Burning fire/smoke simulation. More advanced GUI. Light scattering, that is light from the flames is cast into the smoke and lights it up.

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  3. 26 Dec 2021

    Very early GUI, can do multi-view simulation and rendering.

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  4. 26 Dec 2021

    Explosion with 1000 moving voxelized sphere sources. Simple smoke simulation.

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  5. 26 Dec 2021

    Despite the silence a lot of progress has been made. Now separate engine with API and application with GUI. I'll post a couple of results.

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  6. 25 May 2021

    Dug into volumetric summed area tables (SAT) The difficult part is that the SAT is done in a single pass. Two times faster on a 3090 and 3 times faster on a 6900 compared to usual three pass Here I'm using the SAT for fast box filtering with a 20^3 kernel of a 512^3 volume

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  7. 6 Mar 2021

    New algorithm for fast hi-res directional sharp shadows for delicate shading. Polygon model producing smooth smoke with sub-voxel precision. 512^3 / 4K

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  8. 22 Feb 2021

    Engine now fully implemented with DX12 (was before DX11). Rendering and voxelizing ~20% faster. Sill a long to do list, in random order GUI, SAT based lighting, combine with polygon raytracing, ... Ideas welcome.

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  9. 29 Jan 2021

    Just installed a 6900XT. It's twice as fast as a 3090 for computing double precision fractals (see link my very first post) That's the best thing I can say about it for the moment 😀

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  10. 22 Jan 2021

    Firey realtime voxelized skinned backflip. 60Hz/ 400^3 / 4K.

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  11. 10 Jan 2021

    Getting somewhere with my realtime skinned mesh voxelizer at 512^3 / 4K. Now this needs to generate some smoke or fire.

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  12. 30 Dec 2020

    Realtime voxelizer, less than 1 ms for 125 Mvoxels / 512^3 and 3.5 million triangle object. Rendering at 180 FPS / 4K. Rotation is by re-voxelizing the rotated object.

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  13. 24 Dec 2020

    Raytraced reflections, 30 FPS, 800x448x448, 4K

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  14. 20 Nov 2020

    A quarter billion voxels simulated in real-time 20 FPS and rendered at 4K: 1024x512x512

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  15. 18 Nov 2020

    Tested on a 3090 exactly twice faster as a 2070. At least ample 24 GB memory for large simulations. Now Microsoft or Nvidia go and fix that 2GB resource limitation, 2GB is not enough!

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  16. 25 Aug 2020

    New transfer function implementation, can deal with sharp gradients without artifacts.

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  17. 16 Aug 2020

    Single pass, second order accurate advection, yes! Faster and resulting in massive memory savings, as needing only 2 volume copies instead of 3. Next is 75 FPS, for 300^3 on a 1080Ti.

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  18. 13 Aug 2020

    Added fuel combustion simulation/rendering. Running at 100 FPS for 600x150x150.

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  19. 23 Jul 2020

    Added moving light source and projected ground shadow. Blazing at 60 FPS on a RTX2070, 300^3 voxels

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  20. 19 Jul 2020

    Experimenting with force fields. Provisional engine name for

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