Pranked by my kids. Well played. Well played.
Atmospherics Lead @ Guerrilla (Amsterdam). Working on the real-time volumetric voxel cloud system for the Horizon franchise games. Huge Nerd. đ
(To get it out of the way) What I say here on Mastodon doesn't reflect the views of Guerrilla or Sony.
Pranked by my kids. Well played. Well played.
@demofox 2 still sorta works.
Day 1, first talk, and it only got more packed from that on!
(Yana and Marco got the honor of doing the first talk!)
...waiting for the John Williams documentary to drop on Disney+ tomorrow. https://youtu.be/g1i2REK7bVQ?feature=shared
@aras hey man, don't give A/D any ideas. Can you imagine the technical challenge? đ¤¯
đâī¸ [ We made a new thing using voxel cloud tech. ]
Austria... Mountains, coniferous trees, sky, and clouds. đļ These are a few of my favorite things. đļ
Visited an Austrian castle today. There were many tapestries but no Mickey mouse.
In Carlo Rovelli's book, 'The order of Time', he explains that we often think of time as something that moves slower where gravity is high. He points out that we could also express this in reverse: gravity points to where time runs slower. This way of thinking about the world can help us better shape our understanding of behaviors we observe in nature like cloud billows and wisps. âī¸
The point of this talk was to communicate to a diverse audience of optical scientists, artists, and historians how we, in the field of real-time graphics programming, make something realistic on an extremely tight budget. The technical material is not new but I do explain my process of approximation in more detail than before. I can't stress enough how important the thought experiment step is. Looking at behaviors from multiple perspectives is a great way to understand the essence of something..
I'm excited to share a video of the talk that I gave at the Light & Color in Nature & Art Workshop at the Lorentz Center in Leiden. Here is a link to the abstract, slides, and the video, which was created from presentation day audio.
https://www.guerrilla-games.com/read/synthesizing-realistic-clouds-for-video-games
The slides from my talk and hopefully a video will be posted soon.
On Thursday I had the opportunity to share real-time cloud rendering with Optical Scientists, Physicists, Artists, and Historians at the Light and Color in Nature and Art Workshop at the Lorentz Center in Leiden. In addition to the experience of giving a talk and hands-on demo to the group, I got to meet some amazingly talented scientists & work on a few problems together. The age range was 20's-80's. It was a diverse & unique collection of personalities and interests And an amazing experience.
@yiningkarlli we plan to publish the slides on the Guerrilla website.
So it turns out that the link to the Nubis Voxel Cloud pack has been broken for a year on the RTRAdvances site. I have requested a fix, but you can find the correct link on slide 191 of the 'Nubis, Cubed' Talk. https://advances.realtimerendering.com/s2023/index.html#Nubis3
I'm Pinching myself. Next week I'll give a new talk, 'Synthesizing realistic clouds for video games' at the Lorentz Center in Leiden as a part of 'Light and color in nature and art' - a workshop involving artists and scientists across optical disciplines. https://www.lorentzcenter.nl/light-and-colour-in-nature-and-art.html
Storm Cloud Details [Samsung S24Ultra, Super Telephoto]
@gaghyogi49 or Riker pulled it up to show an ensign a great dive bar he discovered there. đ
Even the luminosity of a rainbow carries a signature of magic. [Sony A73, 100mm]