Xander Berten's Avatar

Xander Berten

@hellcatpnext

- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship/job πŸ‡§πŸ‡ͺinπŸ‡¨πŸ‡Ώ Portfolio: https://xanderbertenportfolio.wordpress.com/ Blog: https://xanderbert.github.io/

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20.10.2024
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Latest posts by Xander Berten @hellcatpnext

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Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...

02.03.2026 17:48 πŸ‘ 48 πŸ” 15 πŸ’¬ 0 πŸ“Œ 0

Really cool stuff!

27.02.2026 10:17 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

27.02.2026 09:32 πŸ‘ 58 πŸ” 15 πŸ’¬ 3 πŸ“Œ 0
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Today i added Temporal Accumulation in my GTAO Implementation.

I used Interleaved Gradient Noise as a low discrepancy noise.
I could practically halve the render time, while still having better results.

Here is a comparison with and without:
it's with 2 hemisphere slices and 4 samples each.

22.02.2026 15:45 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

17.02.2026 17:13 πŸ‘ 49 πŸ” 20 πŸ’¬ 0 πŸ“Œ 1

Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...

12.02.2026 17:55 πŸ‘ 26 πŸ” 6 πŸ’¬ 0 πŸ“Œ 0
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

πŸŽ‡ The essential math
πŸŽ‡ Camera setup, intersections, NEE, BVH
πŸŽ‡ How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...

03.02.2026 15:44 πŸ‘ 31 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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I recently read this paper. Interesting idea to use infrared to decompose the lighting terms.

ieeexplore.ieee.org/stamp/stamp....

23.01.2026 21:48 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...

23.01.2026 14:32 πŸ‘ 49 πŸ” 17 πŸ’¬ 1 πŸ“Œ 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 πŸ‘ 74 πŸ” 23 πŸ’¬ 0 πŸ“Œ 0
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Anddd We have NEE and MIS implemented

10.01.2026 17:22 πŸ‘ 12 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 πŸ‘ 53 πŸ” 24 πŸ’¬ 0 πŸ“Œ 1
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

06.01.2026 19:53 πŸ‘ 266 πŸ” 51 πŸ’¬ 13 πŸ“Œ 2
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/

06.01.2026 11:27 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5 YouTube video by SIGGRAPH Advances in Real-Time Rendering

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social‬
and @tiagocostav.bsky.social‬ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!

29.12.2025 21:04 πŸ‘ 62 πŸ” 16 πŸ’¬ 0 πŸ“Œ 0
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-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!

I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧡

20.12.2025 13:54 πŸ‘ 38 πŸ” 17 πŸ’¬ 2 πŸ“Œ 1
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 πŸ‘ 467 πŸ” 191 πŸ’¬ 19 πŸ“Œ 12

What a awesome read!!!!

17.12.2025 15:49 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.

04.12.2025 10:39 πŸ‘ 21 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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Experimenting with this look for the fractals.

26.11.2024 15:42 πŸ‘ 17 πŸ” 5 πŸ’¬ 3 πŸ“Œ 0

It's GDS Prague Game Jam!

30.11.2025 17:35 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Game Jam progress :)))

30.11.2025 15:20 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
C++ code that emits an OBJ file filled with points from voxel edge/SDF intersections.

C++ code that emits an OBJ file filled with points from voxel edge/SDF intersections.

A collection of vertices in OBJ plaintext format.

A collection of vertices in OBJ plaintext format.

A sphere of vertices in Blender.

A sphere of vertices in Blender.

Dirty gamedev secret: sometimes instead of building proper debug visualizations I just dump the information to OBJ and use Blender to visualize it πŸ˜…

But now at least I know my SDF dual contouring is working

28.11.2025 19:46 πŸ‘ 500 πŸ” 37 πŸ’¬ 20 πŸ“Œ 2
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I saw some really interesting talks today!

Ive learned a ton about how virtual lights can improve indoor rendering and what the pitfalls are.

26.11.2025 22:38 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

25.11.2025 12:52 πŸ‘ 44 πŸ” 12 πŸ’¬ 0 πŸ“Œ 0
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Implemented whitted-style ray tracing with wavelength-dependent IOR today

25.11.2025 14:33 πŸ‘ 9 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Demystifying Vulkan Ray Tracing
Demystifying Vulkan Ray Tracing YouTube video by Conferenza Italiana sul Game Development

My talk about ray-tracing is out!

youtu.be/CGR1gu2KW2s?...

Here I try to explain it in simple terms, while giving some historical context as well.
There is also a quick RTAO implementation with the worst denoise ever here:

github.com/JorenJoestar...

feedback is more than welcome!

23.11.2025 10:57 πŸ‘ 42 πŸ” 11 πŸ’¬ 0 πŸ“Œ 0
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 πŸ‘ 112 πŸ” 38 πŸ’¬ 1 πŸ“Œ 1
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)

07.11.2025 22:43 πŸ‘ 69 πŸ” 13 πŸ’¬ 4 πŸ“Œ 1
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RayTraced AO 😍

07.11.2025 16:06 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0