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<rss version="2.0"><channel><description>Software engineer fascinated by hardware, electronics, &amp; the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, &amp; graphics.&#xA;&#xA;https://m4xc.dev/</description><link>https://bsky.app/profile/m4xc.bsky.social</link><title>@m4xc.bsky.social - MΛX</title><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3mjd3qdmsks2s</link><description>I am honored to see an article I wrote mentioned in this talk, really cool stuff! :)&#xA;&#xA;[contains quote post or other embedded content]</description><pubDate>12 Apr 2026 19:32 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3mjd3qdmsks2s</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3mj5oxite6k2a</link><description>During the past week I decided to dive back into Radiance Cascades again, this time Holographic Radiance Cascades (HRC). It was really fun to again dive into this and make my own implementation of it, running entirely on my CPU. This demo contains no explicit light sources, only emissive pixels! :)</description><pubDate>10 Apr 2026 16:00 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3mj5oxite6k2a</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3mcl6jngzc22c</link><description>Did some experimentation with 4x4x4 voxel block compression today. I&#39;m using a 64 tree with block compression applied at the leaf nodes. 3 interpolation bits per voxel. You can definitely see some compression artifacts. Both trees in this comparison store 8 bit RGB colors.</description><pubDate>16 Jan 2026 22:47 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3mcl6jngzc22c</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3mb7lljetus2v</link><description>Been working on voxel ray-tracing again lately, this time using a BVH2 TLAS and SVT64 (64tree) BLAS(s). The heat gradient in the video shows the step count from 0 to 128. This scene contains 256 voxel dragons, each model is 256^3 voxels :)</description><pubDate>30 Dec 2025 14:43 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3mb7lljetus2v</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lsyvn45cik2v</link><description>We&#39;ve used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :)&#xA;This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!&#xA;&#xA;Engine: youtu.be/uvLZn1X_R0Q&#xA;Game: buas.itch.io/zentera&#xA;https://youtu.be/uvLZn1X_R0Q</description><pubDate>02 Jul 2025 19:02 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lsyvn45cik2v</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lmwu2pvyys27</link><description>For the past 8 weeks I&#39;ve been working in a team of fellow students on a voxel game engine. I&#39;ve been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)</description><pubDate>16 Apr 2025 14:57 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lmwu2pvyys27</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lk65lrnw2k2x</link><description>I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I&#39;m not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)&#xA;github.com/mxcop/src-dgi&#xA;https://github.com/mxcop/src-dgi</description><pubDate>12 Mar 2025 08:21 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lk65lrnw2k2x</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lglaxzqyqk2y</link><description>I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from &#34;SIGGRAPH 2021: Global Illumination Based on Surfels&#34; a great presentation from EA SEED :)&#xA;https://m4xc.dev/blog/surfel-maintenance/</description><pubDate>25 Jan 2025 15:45 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lglaxzqyqk2y</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lfsffbc3uk2e</link><description>I&#39;ve been validating the results of my Surfel Radiance Cascades, comparing it to ground-truth and using the white furnace test. I think I&#39;m really close to GT now, attached are 2 images, one is GT, the other is SRC :)</description><pubDate>15 Jan 2025 18:28 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lfsffbc3uk2e</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lfarcf7hmk25</link><description>I&#39;ve been improving the Surfel Radiance Cascades since my last post, ironing out bugs one by one. It&#39;s starting to get difficult to see the difference between my ground truth renderer and the SRC one :)&#xA;(in this rather low frequency scene, more high frequency tests coming soon)</description><pubDate>08 Jan 2025 18:13 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lfarcf7hmk25</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3letc7gke4k24</link><description>After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)</description><pubDate>03 Jan 2025 09:38 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3letc7gke4k24</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lebw7pyuwc26</link><description>I Finally got around to adding ImGui to my project, it was about time after logging info for a while :p&#xA;I&#39;m now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)</description><pubDate>27 Dec 2024 11:48 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lebw7pyuwc26</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3ldbo5uwpwk2s</link><description>This week I&#39;ve been implementing Surfels for the first time, the most challenging part so far has been the spawning algorithm. Stopping Surfels from spawning on top of each other. The spatial look-up acceleration structure is also a part which I still need to iterate on :)</description><pubDate>14 Dec 2024 15:59 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3ldbo5uwpwk2s</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lcitvpjlmc2z</link><description>GPC is the first graphics conference I ever attended, and I had a great time, props to the organizers! As a BUas student I presented my work on Radiance Cascades during the student showcase, which was very fun &amp; exciting, I did my best to briefly explain the essence of RC :)&#xA;https://youtu.be/MONs5wMy6Rw?list=PLLaly9x9rqjsXLW1tMFruyh_657sh8epk&amp;t=2325</description><pubDate>04 Dec 2024 19:05 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lcitvpjlmc2z</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lbrpe27jk22e</link><description>Found out that Slang supports Unicode 😈&#xA;(Yes, this compiles &amp; runs :p)</description><pubDate>25 Nov 2024 14:12 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lbrpe27jk22e</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lbpqtpt4t226</link><description>I&#39;ve been using Slang these past few days for a new project I&#39;ve started working on. Currently working on the rasterization pipeline, I have a cube so far :)&#xA;Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo.&#xA;https://github.com/nvpro-samples/vk_mini_samples</description><pubDate>24 Nov 2024 19:34 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lbpqtpt4t226</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lboz3b6c7c25</link><description>Post a video game gif from the year you were born&#xA;&#xA;[contains quote post or other embedded content]</description><pubDate>24 Nov 2024 12:28 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lboz3b6c7c25</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3lbfqxlu4d22f</link><description>Re-posting some results I previously shared on Twitter :)&#xA;These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging &amp; iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D</description><pubDate>20 Nov 2024 20:09 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3lbfqxlu4d22f</guid></item><item><link>https://bsky.app/profile/m4xc.bsky.social/post/3l7c5x4luhb2x</link><description>Hey everyone! I&#39;ve not been completely dormant since uni started when it comes to Radiance Cascades :) I&#39;ve been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It&#39;s now live :p&#xA;https://m4xc.dev/articles/fundamental-rc/</description><pubDate>24 Oct 2024 23:01 +0000</pubDate><guid isPermaLink="false">at://did:plc:l63rhrsarmmf2ksh55hz25rj/app.bsky.feed.post/3l7c5x4luhb2x</guid></item></channel></rss>