Dieter
dieter-debaets.bsky.social
Dieter
@dieter-debaets.bsky.social
Senior Rendering Engineer WetaFx
Prev Unity, Graphine, Buas
Reposted by Dieter
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
May 10, 2025 at 4:19 PM
Reposted by Dieter
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
Reposted by Dieter
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:

www.disneyanimation.com/publications...
Walt Disney Animation Studios - Publications
We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.
www.disneyanimation.com
March 19, 2025 at 5:42 AM