Jakub Boksansky
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boksajak.bsky.social
Jakub Boksansky
@boksajak.bsky.social
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Pinned
I haven't posted here yet, so let me share some of my recent work. Here is my "Crash Course in Deep Learning (for Computer Graphics)", available on GPUOpen: gpuopen.com/learn/deep_l...
Crash Course in Deep Learning (for Computer Graphics)
If you're a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.
gpuopen.com
Reposted by Jakub Boksansky
See what our research teams have been up to with our latest papers:

📝 Joint Denoising and Upscaling via Multi-branch Network.
📝 Cardioid Caustics Generation with Diffusion Models.
📝 Geometric Integration for Neural Control Variates.

📥 View here: gpuopen.com/learn/public...
Publications - AMD GPUOpen
Discover our published publications.
gpuopen.com
November 10, 2025 at 3:31 PM
Reposted by Jakub Boksansky
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by Jakub Boksansky
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
Reposted by Jakub Boksansky
Get up to speed with our latest advanced graphics research:

📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.

📥 Download the papers: gpuopen.com/learn/public...
October 16, 2025 at 7:56 PM
Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...
August 18, 2025 at 6:24 PM
Reposted by Jakub Boksansky
I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines!

Classics 😊
June 25, 2025 at 12:23 PM
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...
June 21, 2025 at 11:40 AM
New papers day! Preprints of our „GATE: Geometry-Aware Trained Encoding“ to be presented at HPG and „Neural Visibility Cache for Real-Time Light Sampling“ currently on Arxiv are available here: boksajak.github.io/blog/Preprin... Kudos to co-authors Daniel Meister and Carsten Benthin. Enjoy!
June 10, 2025 at 8:30 AM
I received a patent trophy! Big thanks to my friends and colleagues who helped me along the way!
April 15, 2025 at 4:06 PM
Reposted by Jakub Boksansky
Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.
February 15, 2025 at 6:51 PM
Reposted by Jakub Boksansky
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 :)
January 3, 2025 at 9:38 AM
Reposted by Jakub Boksansky
New blog post: Relativistic Quaternions
I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions.
terathon.com/blog/relativ...
December 24, 2024 at 10:15 PM
Reposted by Jakub Boksansky
Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving
www.zyanidelab.com/semi-metalli...
Energy Preserving Semi-Metallic BRDF
Reduce the carbon footprint of your BRDF
www.zyanidelab.com
December 12, 2024 at 5:25 AM
Reposted by Jakub Boksansky
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
www.youtube.com
December 4, 2024 at 10:38 AM
Reposted by Jakub Boksansky
I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
www.froyok.fr
December 3, 2024 at 7:30 PM
Remind me why folks prefer Aces tonemapper to the Reinhard (or do they)?
November 18, 2024 at 10:45 AM
What urges you to write your own path tracer? Do you prefer your pixels home-made? Is it the thrill of GPU timeout debugging? Is it insanity? Tell me why we do it.
November 10, 2024 at 6:55 PM
Reposted by Jakub Boksansky
tiny_bvh has been updated to 0.4.0. Changes:
1. speedtest reports compiler, CPU, lib version.
2. Performance is improving but Embree remains KOTH. :(
3. New: BVH optimizer!
4. New: Better test scene now included. Win64-only; the old one remains the default.
Next up: SBVH! github.com/jbikker/tiny...
November 9, 2024 at 3:42 PM
Are you guys using HLSL 2021 in your shaders (e.g. for templates)? Is there anything preventing you from enabling HLSL2021?
November 5, 2024 at 9:33 PM
Reposted by Jakub Boksansky
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.
October 30, 2024 at 2:32 PM
Reposted by Jakub Boksansky
Raycasting to determine room size and sending sounds to 3 reverb channels fro close, medium and far reverb. And calculating pan for each reverb.

I wanted this effect when you hear big space on one side and close space on the other (when you are near the wall).

#sounddesign #gameaudio #gamedev
October 29, 2024 at 7:00 AM
Reposted by Jakub Boksansky
Disney Research: Lossy Image Compression with Foundation Diffusion Models. studios.disneyresearch.com/2024/09/28/l... youtu.be/gl85gv_WYWQ?...
Lossy Image Compression with Foundation Diffusion Models Video
YouTube video by DisneyResearchHub
youtu.be
October 29, 2024 at 10:08 PM
Reposted by Jakub Boksansky
I wrote about video game shadow techniques on my blog:

📜 30fps.net/pages/videog...

I've always liked different ways to draw shadows in games. I went and tried to find visually distinct examples and explain their differences. I hope you'll find it inspiring!
October 25, 2024 at 1:43 PM
I put all of my Ray Tracing Gems chapters in one place where you can download them, extracted from books into separate PDFs: boksajak.github.io/blog/RayTrac...
There is:
1. "Ray Traced Shadows"
2. "Reference Path Tracer"
3. "Refraction Ray Cones"
4. "Many Lights With Grid-based Reservoirs"
My Ray Tracing Gems Chapters
boksajak.github.io
October 25, 2024 at 9:21 AM
Reposted by Jakub Boksansky
New open Source Gaussian Splatting engine by @arthurperpixel.bsky.social Train & render Gaussian Splats on any hardware! AMD/Nvidia, Windows, Linux, and Android, MacOs, iOS.. directly in the browser (Chrome) & it's open source! github.com/ArthurBrusse...
October 24, 2024 at 11:08 PM