Pema99 (@pemathedev) 's Twitter Profile
Pema99

@pemathedev

Graphics Engineer, Light Transport @Unity
Check out my stuff at github.com/pema99
Interested in all things graphics, VR, language dev and functional programming

ID: 42080204

calendar_today23-05-2009 19:12:51

554 Tweet

458 Followers

507 Following

GitHub Projects Community (@githubprojects) 's Twitter Profile Photo

| ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄| | Don't Push To Production On Friday | |_________________| \ (•◡•) / \ / —— | | |_ |_

MΛX (@mxacop) 's Twitter Profile Photo

After a week’s time debugging and iterating on my implementation of Radiance Cascades in 3D. It went from looking pretty bad, to looking in my opinion better than anything I expected to get! I’m very excited about these results, it’s showing a lot of potential :)

After a week’s time debugging and iterating on my implementation of Radiance Cascades in 3D. It went from looking pretty bad, to looking in my opinion better than anything I expected to get!
I’m very excited about these results, it’s showing a lot of potential :)
Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I wrote a blog post about my own Python tensor compiler library called TensorFrost that I've been working on for the last 14 months! michaelmoroz.github.io/WritingAnOptim… As a sneak peak here is the last pet project that I've made using it - an implementation of Neural Cellular Automata:

Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

DirectX will adapt SPIR-V. Soon everything will be SPIR-V, except Apple. And WebGPU because of silly reasons. devblogs.microsoft.com/directx/direct…

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/0011…) Its surprisingly performant for VR resolutions!

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I've ported my vrchat isosurface ray tracer to shadertoy and added it to my fluid simulation there. Its probably the fastest multibounce ray tracing for liquids I've made thus far. shadertoy.com/view/w3sXzs

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

Compute.toys finally got the Slang compiler integrated, which means its finally time to ditch WGSL 🎉🎉 I've ported my FFT to it, coding in it is much nicer. compute.toys/view/1922 Should try something with its autodiff next.

Compute.toys finally got the Slang compiler integrated, which means its finally time to ditch WGSL 🎉🎉
I've ported my FFT to it, coding in it is much nicer. compute.toys/view/1922
Should try something with its autodiff next.
Mike Turitzin (@miketuritzin) 's Twitter Profile Photo

Holy shit, I am just catching up with this article, which goes way further down the mipmap filtering rabbit hole than any other resource I've seen, including showing differences in GPU vendor hardware implementations. pema.dev/2025/05/09/mip…

RED_SIM (@red_sim) 's Twitter Profile Photo

Area Light Volumes... Thanks to Pema99 for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!

Area Light Volumes... Thanks to <a href="/pemathedev/">Pema99</a> for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!
Silent (@silent0264) 's Twitter Profile Photo

I recently added a useful feature to Filamented for light volumes - a "surface bias" setting. This pushes the sampling position for the light volume away from the surface of the object. For static objects, this is super useful, as it avoids ugly self-shadowing artifacts! #vrchat

I recently added a useful feature to Filamented for light volumes - a "surface bias" setting. This pushes the sampling position for the light volume away from the surface of the object. For static objects, this is super useful, as it avoids ugly self-shadowing artifacts!
#vrchat
poiyomi (@poiyomi) 's Twitter Profile Photo

Light Volumes 2.0 pre-release just dropped, and the poiyomi build supporting it is out now. Feel free to start playing with the new features! All you have to do is update the shader github.com/REDSIM/VRCLigh…

RED_SIM (@red_sim) 's Twitter Profile Photo

Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used! Thanks to Pema99 for implementing this feature!

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I've implemented a Gaussian Splatting renderer in VRChat! It was tricky, but turned out to be feasible. I've also made a public gallery with 12 splats you can check out: vrchat.com/home/launch?wo… By the way the renderer is open source! github.com/MichaelMoroz/V…