Not the slides, but some information here:
www.linkedin.com/pulse/local-...
Not the slides, but some information here:
www.linkedin.com/pulse/local-...
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...
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...
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 πͺ©
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...
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...
Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
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...
Congratulation for the release.
Eager to ear more about its technical details.
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.
With a third part going wild with gpu or fpga ^^ ?
Maybe something along the line of raytracing.github.io but for rasterization ?