Ken Hu
kenhu07.bsky.social
Ken Hu
@kenhu07.bsky.social
________(:з」∠)________
Graphics Programmer
Reposted by Ken Hu
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
Reposted by Ken Hu
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
youtu.be
November 1, 2025 at 7:06 PM
Reposted by Ken Hu
In order to get to the morphs we have in Keeper now I first experimented with different approaches. Here is one of the early tests in which "surflets" are used to transform from one to another mesh. I still love the "wiggly paths" during the transition.
October 27, 2025 at 7:26 PM
Reposted by Ken Hu
I'd heard of cone stepping before, but the big question for me was whether it was even possible to generate them in real-time with jump flooding, especially cones of different sizes rather than just at different heights, and if you can scale it from 1D to 2D

turns out, the answer is, yeah, you can!
October 21, 2025 at 2:16 AM
Reposted by Ken Hu
via the magic of laion_clap embeddings and umap, my live coding thingy has a sample browser at last!
October 31, 2025 at 6:27 PM
Reposted by Ken Hu
I've pushed some updates to github.com/andrewwillmo... over the last weeks, including an incremental Sobol generator, some ToTriangle/ToRot variations, Gaussian walks and events, and a jitter modifier. My little test-suite GUI app for it is now online too: andrewwillmott.github.io/app/GenDistT...
October 6, 2025 at 5:56 PM
Reposted by Ken Hu
Couple pieces about this work -

about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...

about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...
September 29, 2025 at 12:07 PM
Reposted by Ken Hu
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
interplayoflight.wordpress.com
September 21, 2025 at 8:05 PM
Reposted by Ken Hu
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
September 10, 2025 at 3:51 PM
Reposted by Ken Hu
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
www.youtube.com
September 3, 2025 at 7:54 PM
Somehow "Part I" of Advances in Real-Time Rendering in Games is not livestreamed while the "Part II" is...
August 12, 2025 at 5:00 PM
Reposted by Ken Hu
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
August 10, 2025 at 2:47 PM
Reposted by Ken Hu
As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com
August 9, 2025 at 9:15 AM
Reposted by Ken Hu
my UEToolbox plugin now has support for Parametric StaticMesh Assets. And it now full source is on FAB, and the code is on Github, too. And also unfortunately I have to move on to other projects :( Wrote a big ol' blog post about it all here: www.gradientspace.com/tutorials/20...
UE Toolbox Update - Parametric Assets, Open Source, and Hiatus — gradientspace
UE Toolbox has been updated with a powerful new feature - Parametric Static Mesh Asses. The FAB version has full source now, and you can also find it on Github. But, unfortunately, I also will be shel...
www.gradientspace.com
August 7, 2025 at 3:28 PM
Reposted by Ken Hu
Alright, due to popular demand, let's start talking about the

🎶 Beasts with the fur (with the fur) 🎶

in ✨HERDLING ✨

Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:
August 4, 2025 at 10:23 AM
Reposted by Ken Hu
I worked on HERDLING (coming out soon!) for the past ~3 years and there's a lot of tech-art goodness there, from fur and foliage to clouds and water shaders ✨

I'm planning on sharing some behind the scenes goodness, but is there anything in particular you're interested in learning more about? 👀
Herdling Future Games Show & Demo Trailer
YouTube video by Panic
youtu.be
July 31, 2025 at 12:37 PM
Reposted by Ken Hu
Publishing your @Desmos Graph gallery:
Now with 2D and 3D graphs !
Even more convenient with the new always up-to-date URLs ;-) .
Several options in the the script (e.g., default: not displaying untitled tests).
github.com/FabriceNeyre...
e.g., mine: evasion.inrialpes.fr/~Fabrice.Ney...
July 30, 2025 at 7:03 AM
Reposted by Ken Hu
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!

github.com/jakericedesi...
GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
github.com
July 28, 2025 at 7:01 PM
Reposted by Ken Hu
My new blog post is there, and it's a bit different from usual: Fixing stutters in your own code is hard enough, but this time I try to fix performance issues in a closed-source game. No source code or debug symbols, but a lot of guesswork. larstofus.com/2025/07/27/p...
#gamedev
#Trackmania
Profiling without Source code – how I diagnosed Trackmania stuttering
A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…
larstofus.com
July 27, 2025 at 11:28 AM
Reposted by Ken Hu
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.

github.com/nvpro-sample...
github.com
July 24, 2025 at 4:01 PM
Reposted by Ken Hu
There’s a weird pillar any time 0,0 is player visible space in System Shock for a similar reason - there are copies of particle systems floating there…
Late in development we discovered that in Aliens: Fireteam the players sidearm would be spawned at 0,0,0. Our levels had nothing at 0,0,0 visible by a stroke of luck. We added a pivotal room to the game at the start of a level. And guess where 0,0,0 was and by extension a floating sidearm?
1/x
July 13, 2025 at 3:56 PM
Reposted by Ken Hu
2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D
July 11, 2025 at 8:14 PM
Reposted by Ken Hu
I am in awe at how good Ghost Of Yōtei looks, but I have two very small pronunciation notes for my dear friends at SP:

0) 怨霊 is in no way pronounced アンリオ. Please don't

1) the game isn't called Ghost of 予定. That is a very different game where you find ways to not show up for plans with friends
July 12, 2025 at 7:02 AM
Reposted by Ken Hu
At SIGGRAPH 2025, Intel, Disney, & Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Cycles, Hyperion, and Corona. I helped write the course notes: 80 pages of great stuff! Coming soon.

s2025.conference-schedule.org/presentation...
July 7, 2025 at 4:19 AM