Darius Bouma ➡️ GPC 2025
dbouma.bsky.social
Darius Bouma ➡️ GPC 2025
@dbouma.bsky.social
Rendering Engineer at Traverse Research
Reposted by Darius Bouma ➡️ GPC 2025
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 Darius Bouma ➡️ GPC 2025
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...

I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
October 5, 2025 at 1:05 PM
Reposted by Darius Bouma ➡️ GPC 2025
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
Reposted by Darius Bouma ➡️ GPC 2025
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
Reposted by Darius Bouma ➡️ GPC 2025
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...
August 7, 2025 at 6:13 PM
Reposted by Darius Bouma ➡️ GPC 2025
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
June 10, 2025 at 3:19 PM
Reposted by Darius Bouma ➡️ GPC 2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
www.youtube.com
June 3, 2025 at 6:19 PM
Reposted by Darius Bouma ➡️ GPC 2025
Big thanks to Intel Labs for the recognition!
Traverse Research is proud to have helped render 1 trillion triangles with real-time path tracing, and to accelerate ML using the new DPAS op on Intel GPUs.
A thrilling challenge and an incredible collaboration.
community.intel.com/t5/Blogs/Tec...
Path Tracing a Trillion Triangles
This technical deep dive was written by Anton Sochenov, Manu Mathew Thomas, Cristiano Siqueira, Gabor Liktor, and Akshay Jindal as part of their research efforts at Visual Compute and Graphics lab, wi...
community.intel.com
May 7, 2025 at 8:55 AM
Reposted by Darius Bouma ➡️ GPC 2025
The Breda framework 🦀 utilizes feature toggles for the configuration of most systems🏗️. In this video, we take a look at the “ray-traced-reflections” feature toggle 🪩. We use it to enable or disable the reflections in our renderer. First we use the web interface, then the configuration file system.
March 18, 2025 at 4:13 PM
Reposted by Darius Bouma ➡️ GPC 2025
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
Reposted by Darius Bouma ➡️ GPC 2025
The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction 🏗️. In this video, we select a few textures which are used while rendering our final image.
March 11, 2025 at 3:45 PM
I've updated links in all of the bindless series post, as well as included a small segment on "we've got bindless resource bounds checking at home!" Buffer bounds checking specifcally was super worth it, as this surfaced quite a few unnoticed bugs.
blog.traverseresearch.nl/bindless-ren...
Bindless rendering — validation
With a bindless rendering pipeline in place as covered in the previous blogs bindless setup and templated bindless, we are now faced with…
blog.traverseresearch.nl
February 17, 2025 at 10:05 AM
Reposted by Darius Bouma ➡️ GPC 2025
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
bsky.app
February 11, 2025 at 9:25 PM
Reposted by Darius Bouma ➡️ GPC 2025
In case you're looking for the perfect university for 2025/2026:
Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design.
Tuition fee this year is 2530 for EU citizens.
games.buas.nl
January 25, 2025 at 1:26 PM
Reposted by Darius Bouma ➡️ GPC 2025
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics
revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited
github.com
December 10, 2024 at 1:04 PM
Reposted by Darius Bouma ➡️ GPC 2025
I'm keeping updated this super comprehensive collection of papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.

drive.google.com/drive/folder...
November 21, 2024 at 9:38 PM
Reposted by Darius Bouma ➡️ GPC 2025
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
November 28, 2024 at 2:06 AM
The first edition of GPC has been absolutely amazing, had a great time listening to talks and meeting awesome folks! Can't wait to see what the second edition will grow to 👀
November 14, 2024 at 6:43 PM
Reposted by Darius Bouma ➡️ GPC 2025
GPU Zen 3 - Table of Content
gpuzen.blogspot.com
GPU Zen
gpuzen.blogspot.com
November 5, 2024 at 6:03 PM
Reposted by Darius Bouma ➡️ GPC 2025
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021

github.com/TheRealMJP/S...
GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021
SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.
github.com
November 4, 2024 at 2:20 AM
Reposted by Darius Bouma ➡️ GPC 2025
Challenge Photo A Day 2024
October 21
#fmspad
October 21, 2024 at 5:06 AM
First steps of a workgraph path tracer, already beating a naive pipeline-based path tracer in terms of performance. Still long ways to go before getting in the ballpark of a wavefront PT.
A major painpoint is definitely having to generate nodes due to recursion being a bit limiting.
October 22, 2024 at 3:25 PM
Reposted by Darius Bouma ➡️ GPC 2025
October 21, 2024 at 6:23 PM
Suppose I'll give this platform a go as well 😅, activity seems to be quite nice compared to the alternatives already.
October 22, 2024 at 1:08 PM