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@tuomovid

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692 followers
Following
115 following
Likes
20.4K
Videos
92
Avg length
0:40

Posting my original videos when ever I get them finished 😌🧐 all my videos are output results of custom programs.

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Latest videos by @tuomovid

  • Artistic program reactive to sound listening and visualizing KREZUS, Surreal_dvd - Skins (ultra… – video Pinned , 155K views

    Artistic program reactive to sound listening and visualizing KREZUS, Surreal_dvd - Skins (ultra slowed + reverb). I had to modify the track a little bit sinne it’s toi long. #krezus #musicvideo #programming #effect #creativecoding #art #videoart #cplusplus #audioreactive #codeart #audiovisual

  • One more render from this. I tried to improve the dynamic rain droplet-texture. I like this view… – video , 357 views, duration 0:32

    12 likes 0 comments 0 shares 0 saves

    One more render from this. I tried to improve the dynamic rain droplet-texture. I like this view through the window as well. btw. the background IS NOT an image, its a full 3d-scene. Perhaps i should have move the camera little more :) #3dart #indiedev #rainy

  • While optimizing the lightmap solver for our game, "For Those Still Asleep", I ported my beloved… – video , 581 views, duration 0:16

    26 likes 5 comments 3 shares 2 saves

    While optimizing the lightmap solver for our game, "For Those Still Asleep", I ported my beloved CPU path tracer to Vulkan. I just had to test it out on a few scenes. Render times are significantly shorter! This one was rendered with 1024 paths per pixel, and I think it looks pretty good. #GameDev…

  • My friend and I are making For Those Still Asleep, a tower defence / RTS hybrid inspired by Space… – video , 334 views, duration 2:00

    11 likes 0 comments 0 shares 1 save

    My friend and I are making For Those Still Asleep, a tower defence / RTS hybrid inspired by Space Hulk, Doom and horror. Characters take the role of towers, and every shot travels through 3D space. It hits what’s in its path, or misses entirely. Built with our own C/C++ engine, Doom-inspired…

  • My friend and I have been working on a game for over six months now. Here’s a recording of the… – video , 828 views, duration 4:22

    28 likes 0 comments 0 shares 2 saves

    My friend and I have been working on a game for over six months now. Here’s a recording of the main menu. The music is something I made years ago in LMMS. I can’t find the original project file anymore, but I found this recording in an old chat. I just love this song! :) Hopefully we’ll get a demo…

  • I felt like doing something retro like this. 16 colors, bayer dithering, custom c/c++ program to… – video , 391 views, duration 0:08

    18 likes 4 comments 0 shares 2 saves

    I felt like doing something retro like this. 16 colors, bayer dithering, custom c/c++ program to manipulating the video and rendering text. Small, clean and pretty in my opinion. My beautiful daughter in the video. Summer morning in Finland.

  • Another lonely drive through the remains of a world that didn’t make it. A survivor searching for… – video , 980 views, duration 0:22

    38 likes 4 comments 0 shares 3 saves

    Another lonely drive through the remains of a world that didn’t make it. A survivor searching for a place to stop before night falls. Procedural landscape which has now some reactive vegetation added. It is still under construction though.. Maybe I will add more vegetation types (and other…

  • Driving through the wasteland — isometric-ish view One more render of the previous Wasteland… – video , 1.2K views, duration 0:23

    45 likes 3 comments 0 shares 1 save

    Driving through the wasteland — isometric-ish view One more render of the previous Wasteland / Fallout-style scene, this time from a different angle. No optimizations, no tuning — just switched the camera to an isometric-like view. It’s not true isometric (the FOV is still non-zero), even though I…

  • A new version of an old idea. Nothing reused — except my path tracer, which is miles ahead of… – video , 1.1K views, duration 0:23

    66 likes 4 comments 0 shares 6 saves

    A new version of an old idea. Nothing reused — except my path tracer, which is miles ahead of where it was a year ago. A lone survivor driving through a ruined city, searching for a place to camp. Procedural world, simulated vehicle, custom physics. No AI. No GPU. Just slow light on the CPU…

  • I had to make another Resident Evil–style save room scene — this time set in an underground… – video , 63K views, duration 0:31

    862 likes 22 comments 14 shares 64 saves

    I had to make another Resident Evil–style save room scene — this time set in an underground facility’s utility / boiler room. I really love this one myself. It feels calm, safe, and intentional; every object is exactly where it should be. The lights next to the main door ended up being my favorite…

  • Another render inspired by Resident Evil and classic survival horror save rooms. Those small… – video , 24.2K views, duration 0:31

    525 likes 12 comments 9 shares 20 saves

    Another render inspired by Resident Evil and classic survival horror save rooms. Those small, quiet spaces where the rules briefly change — no enemies, no danger, just a moment of safety inside a hostile world. This version uses a moving camera and no post-processing effects at all. What you see…

  • Since I started with Resident Evil, I’ve always felt that save rooms are one of the most relaxing… – video , 808 views, duration 1:13

    84 likes 4 comments 1 share 15 saves

    Since I started with Resident Evil, I’ve always felt that save rooms are one of the most relaxing concepts in games. A small, quiet space where peace is guaranteed — at least for a moment — inside a very cruel world. (That feeling has changed a bit in the newer REs, hasn’t it?) I honestly wish the…

  • New path-traced render. I found a Raccoon City PD model and couldn’t resist. 5-bit color… – video , 1.1K views, duration 0:20

    67 likes 2 comments 2 shares 6 saves

    New path-traced render. I found a Raccoon City PD model and couldn’t resist. 5-bit color, pixelated retro look, volumetric fog with ray-traced shadows. The original Resident Evil and Resident Evil 2 — with fixed cameras — are still incredibly important to me. I actually played RE2 before RE1, but…

  • While testing Beer–Lambert absorption for water, this scene slowly turned into something… – video , 946 views, duration 0:15

    43 likes 9 comments 0 shares 2 saves

    While testing Beer–Lambert absorption for water, this scene slowly turned into something resembling poolrooms. Liminal, quiet, dream-like. A deep pool, heavy fog, and the feeling that something might be moving beneath the surface. Rendered with my own C/C++ CPU path tracer. CPU only. No GPU, no…

  • I wanted to improve the path-traced water I’ve been using in the last couple of renders. Until… – video , 752 views, duration 0:28

    74 likes 6 comments 1 share 3 saves

    I wanted to improve the path-traced water I’ve been using in the last couple of renders. Until now, it didn’t actually have real volume traversal — no proper refraction through the water at all. Now it does. At the same time, I managed a pretty big performance win (~75%) for volumetric fog by…

  • New looped scene. Calm water, survival boat, quiet motion. Sky, stars, aurora, water, and fog are… – video , 22.6K views, duration 0:56

    329 likes 7 comments 1 share 14 saves

    New looped scene. Calm water, survival boat, quiet motion. Sky, stars, aurora, water, and fog are procedural and designed to loop cleanly for any duration I choose. This video has 7 sec loops. Please let me know if you notice any seams or errors. Rendered with my own C/C++ CPU path tracer. No…

  • Another render from my own C/C++ CPU path tracer. The sky and aurora are fully dynamic — and to… – video , 1.9K views, duration 0:32

    110 likes 4 comments 4 shares 11 saves

    Another render from my own C/C++ CPU path tracer. The sky and aurora are fully dynamic — and to make that possible, I ended up building a system that generates proper mipmaps for a dynamic skysphere, so reflections and rough surfaces behave as they should. The mood of this video feels closer to…

  • One more render from my old motorcycle scene. All the hexagon lights on the surrounding “pipe” are… – video , 956 views, duration 0:35

    34 likes 2 comments 0 shares 6 saves

    One more render from my old motorcycle scene. All the hexagon lights on the surrounding “pipe” are fully procedural and synced to the music. I went with 4-bit per channel dithering this time — effectively 12-bit color, something you mostly saw on early Nokia phones. The resolution is intentionally…

  • I’ve always been fascinated by the “ball morph” effects from the old demoscene. The one I remember… – video , 21K views, duration 0:42

    157 likes 7 comments 3 shares 9 saves

    I’ve always been fascinated by the “ball morph” effects from the old demoscene. The one I remember the most is the spiral in Second Reality by Future Crew. Later on, Andromeda Software Development (basically one guy, if I’ve understood correctly) created a few really great modern versions of the…

  • An old room, a TV glowing in the corner… a brand-new NES game (the legend of zelda) waiting to be… – video , 220 views, duration 0:19

    34 likes 4 comments 0 shares 8 saves

    An old room, a TV glowing in the corner… a brand-new NES game (the legend of zelda) waiting to be played. Outside, a Finnish autumn night doing what it does best: raining nonstop. No school, no work, just time. A new render from my C/C++ CPU-only path tracer — This scene deserved one more render…

  • A new test render from my own C/C++ CPU-only path tracer — this time I tried to capture the… – video , 1K views, duration 0:23

    95 likes 2 comments 2 shares 6 saves

    A new test render from my own C/C++ CPU-only path tracer — this time I tried to capture the feeling of an autumn Saturday (or Friday) evening. You finally have the new game you’ve been waiting for for ages. You’ve read about it in magazines, studied every detail, and now… you have the whole night…

  • Here’s what I’ve been fighting with for about a week of late-night coding. What looks like a… – video , 900 views, duration 0:24

    22 likes 9 comments 1 share 2 saves

    Here’s what I’ve been fighting with for about a week of late-night coding. What looks like a simple rainy window is… absolutely not simple under the hood. Ever since the last render, I’ve been annoyed by the fake rain on the window glass — it honestly started haunting my dreams. :) I FINALLY…

  • A quiet moment from my custom CPU-only path tracer 🌨️ Originally made as a small visual for Värinä… – video , 949 views, duration 0:32

    39 likes 2 comments 0 shares 3 saves

    A quiet moment from my custom CPU-only path tracer 🌨️ Originally made as a small visual for Värinä choir’s “Rauhaa” Christmas concert — and somehow it became one of my favourite snow scenes. A lonely tree glowing with soft emissive orbs, deep procedural snow slowly swallowing a park bench, and an…

  • Rain, glass and neon. Custom CPU ray/path tracing pipeline, Retro 6x pixel aesthetic I've been… – video , 28.2K views, duration 0:31

    578 likes 16 comments 33 shares 38 saves

    Rain, glass and neon. Custom CPU ray/path tracing pipeline, Retro 6x pixel aesthetic I've been planning cloth simulation for a long time. This is my first. I think it turned out quite well. No AI. Just code, math, patience, and a mild disregard for sleep. Also. scene has a lot of tuning of the…

  • New path trace — this time I was adding proper volumetric fog so that light beams would finally… – video , 724 views, duration 0:27

    105 likes 10 comments 1 share 9 saves

    New path trace — this time I was adding proper volumetric fog so that light beams would finally show inside the scene. When I start a new project I usually duplicate an older one and build on top of it. This time I continued straight from my previous “snow” scene… so the snowfall system was still…

  • A slow winter night. The bus stop drifts by — pixel by pixel, snow by snowflake. There’s a quiet… – video , 17.4K views, duration 0:32

    797 likes 24 comments 10 shares 72 saves

    A slow winter night. The bus stop drifts by — pixel by pixel, snow by snowflake. There’s a quiet child waiting, motionless like a memory you can’t quite place. Rendered entirely with my own C/C++ CPU-only path tracer — no AI, no shortcuts. Every light, shadow, and flake of snow computed by…

  • “A quiet morning before the world wakes up.” A child waiting for the bus in the winter dusk… – video , 20.6K views, duration 0:20

    884 likes 9 comments 21 shares 63 saves

    “A quiet morning before the world wakes up.” A child waiting for the bus in the winter dusk.
Breath hanging in the cold air.
Snow falling slow and soft — every flake real, colliding and settling.
Streetlights gently flickering, the way they do when everything else is silent. No rush.
No…

  • Alessa’s Room — Room of Angels This one took something out of me. An old woman sits by the bed… – video , 26K views, duration 0:39

    1.6K likes 1 comment 19 shares 85 saves

    Alessa’s Room — Room of Angels This one took something out of me. An old woman sits by the bed, crying softly. I think she belongs there — maybe more than anyone else. The scene is rendered entirely in my own custom C/C++ CPU path tracer, as always. Three separate camera passes, stitched together…

  • “Alessa’s Room – Silent Hill Tribute” The fog never really lifts. This scene is Alessa’s hospital… – video , 1.2K views, duration 0:21

    108 likes 4 comments 0 shares 3 saves

    “Alessa’s Room – Silent Hill Tribute” The fog never really lifts. This scene is Alessa’s hospital room — that haunting space where pain and purity coexist. Rendered entirely with my own CPU-only C/C++ path tracer, continuously evolving — just like every nightmare in Silent Hill. PS1-style, with…

  • 🩸 A beating heart — rendered, not stolen. New path tracer test. The heart is alive, wet, and… – video , 217 views, duration 0:16

    19 likes 0 comments 0 shares 1 save

    🩸 A beating heart — rendered, not stolen. New path tracer test. The heart is alive, wet, and disgustingly convincing — I swear it’s almost breathing. The blood particles? Let’s call them “early research”. Because if your first version doesn’t make you slightly ashamed, you released it too late. I…

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@tuomovid TikTok stats

@tuomovid has 692 TikTok followers as of .

Followers
692
Likes
20,417
Videos
92
Likes per video
222
Average video length
0:40
Median per post
980 views · 67 likes · 4 comments · 1 share · 6 saves
Average engagement per view - follower
3.0% - 0.35
Average views per follower
11.98
Most viewed recent posts
  1. “I had to make another Resident Evil–style save room scene…” · 63K views · 862 likes · 22 comments ·
  2. “Rain, glass and neon. Custom CPU ray/path tracing…” · 28.2K views · 578 likes · 16 comments ·
  3. “Alessa’s Room — Room of Angels This one took something out…” · 26K views · 1.6K likes · 1 comment ·
Pinned posts
1, with 155K views
Last post
(22 days before this check)
Posting rate
about 2.2 posts a month
TikTok content labels
Entertainment (22 of 27 posts), Video Games (21 of 27 posts)
Hashtags used most
#indiedev (19), #noai (14), #3dart (9), #softaesthetic (6), #quietmoments (5)

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About @tuomovid

Account created