Vincent Pancaldi's Avatar

Vincent Pancaldi

@sota.fr

Graphics programmer @Ubisoft R&D on Snowdrop global illumination

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24.10.2024
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Latest posts by Vincent Pancaldi @sota.fr

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Local Lights in HypeHype! πŸŽ‰ Walkthrough of a HypeHype game relit with local lights. When I joined HypeHype, one of the most requested yet technically challenging features was missing: local lights.

Not the slides, but some information here:
www.linkedin.com/pulse/local-...

20.08.2025 14:28 πŸ‘ 5 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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Understanding The Math Behind ReSTIR GI Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...

10.05.2025 00:11 πŸ‘ 102 πŸ” 30 πŸ’¬ 1 πŸ“Œ 1
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Measuring acceleration structures Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as β€œacceleration structure” and often referred to as β€œBVH...

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...

01.04.2025 04:49 πŸ‘ 125 πŸ” 56 πŸ’¬ 2 πŸ“Œ 0
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Some news for Lizardcube / @lizardcube.bsky.social fans. I am grateful and happy of the journey we started 9 years ago.
I am starting a new game/tech structure called Disco Hello / @discohello.bsky.social πŸͺ©

25.11.2024 13:29 πŸ‘ 104 πŸ” 24 πŸ’¬ 10 πŸ“Œ 1
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GitHub - portsmouth/EON-diffuse: Source code for the EON rough diffuse BRDF model Source code for the EON rough diffuse BRDF model. Contribute to portsmouth/EON-diffuse development by creating an account on GitHub.

Just learned on 'the other side' that source code for the EON rough diffuse BRDF model has been released on GitHub by Arnold's Jamie Portsmouth:

github.com/portsmouth/E...

07.11.2024 08:15 πŸ‘ 25 πŸ” 10 πŸ’¬ 1 πŸ“Œ 0

This is a great presentation of the journey to use ML to improve GI in a shipped game. This is exactly the kind of NN applications that I find appealing, small NNs to improve specific parts of rendering systems. advances.realtimerendering.com/s2024/conten...

06.11.2024 22:11 πŸ‘ 18 πŸ” 5 πŸ’¬ 1 πŸ“Œ 0
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Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...

30.10.2024 13:59 πŸ‘ 67 πŸ” 22 πŸ’¬ 1 πŸ“Œ 1
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MegaLights in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community A whole new direct lighting path to place many dynamic and shadowed area lights in an Unreal Engine scene.

MegaLights release took me a bit by surprise. It was just a small prototype on a backburner, not planned to be showcased in UE 5.5. Now trying to catch up after the demo push, starting from writing the official docs which just went online: dev.epicgames.com/documentatio...

30.10.2024 14:52 πŸ‘ 60 πŸ” 17 πŸ’¬ 3 πŸ“Œ 1

Congratulation for the release.
Eager to ear more about its technical details.

30.10.2024 16:34 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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The first public release of tiny_bvh is now available from Github:

github.com/jbikker/tiny...

tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is!

Feedback welcome.

30.10.2024 14:32 πŸ‘ 97 πŸ” 30 πŸ’¬ 6 πŸ“Œ 0

With a third part going wild with gpu or fpga ^^ ?

27.10.2024 10:58 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Ray Tracing in One Weekend Series

Maybe something along the line of raytracing.github.io but for rasterization ?

27.10.2024 10:54 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0