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.
I love to plqy games with ambient occlusion only 🙉
October 22, 2025 at 6:54 AM
One group is stochastic friendly to ray tracing while the other group is more suited to rasterization pipeline. I agree though that over time, stochastic RT approaches will universally be the high end option
October 20, 2025 at 2:48 PM
I have been coding in C++ for 26 years, but I admit I cannot read what this does 🤨
October 18, 2025 at 2:51 PM
I'll buy your book
June 20, 2025 at 7:26 AM
This is the kind of story I needed to hear today 🙂. The power of mexican cuisine 💪
June 14, 2025 at 1:08 PM
Just a good balance for performance. Feel free to try larger networks, but tou may need to increase number of features per level of the hashgrid as well
June 10, 2025 at 8:52 PM
(1) Yes, we mention that as "clustering" for future work
(2) We could have a fixed MLP serving as a decoder, or non-neural function reading stuff stored on geometry with GATE.
June 10, 2025 at 2:12 PM
Lol, and you need to use the advance lever to move the "film" to the next frame. Perfect for people who want the inconvenience of using film with none of the benefits. I am glad it exists and that I don't have to use it.
May 22, 2025 at 7:26 AM
You're within the order of magnitude of quarter res still. We can agree
May 22, 2025 at 5:47 AM
as a hotfix: Try doing some programming with a truly horrible language™️ and/or platform few decades old and suddenly the modern tools will look like a blessing.
For a while at least. YMMV
February 10, 2025 at 12:55 PM
yes, you cast one more shadow ray, but you may be able to forgo casting the same shadow ray second time for shading when the selected light is the same as initial candidate
December 12, 2024 at 3:22 PM
I liked the AntTweakBar. Not sure if that's still around
December 8, 2024 at 7:32 PM