Xander Berten
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hellcatpnext.bsky.social
Xander Berten
@hellcatpnext.bsky.social
- MSc in Graphics Programming @ Charles University
- Looking for remote (or Prague based) internship


:3

Portfolio: https://xanderbertenportfolio.wordpress.com/
Blog: https://xanderbert.github.io/
Pinned
First time implementing something from a Research Paper.

At first it looked really scary but after rereading the paper a few times i got it.

Here is my implementation of GTAO (Ground Truth Ambient Occlusion)

I had a blast doing this and even got more interested in everything around radiology.
Reposted by Xander Berten
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 Xander Berten
Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
November 7, 2025 at 10:43 PM
RayTraced AO 😍
November 7, 2025 at 4:06 PM
Reposted by Xander Berten
Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...
November 4, 2025 at 2:55 PM
Reposted by Xander Berten
I've released a simple RTAO implementation, written for the DevGames2025 conference.
a poor-man's RTAO, showing how much the real problem is denoising.
I wanted to write the simplest RT as an introduction to it.
Vulkan+HLSL+Code generation for Descriptors

github.com/JorenJoestar...
GitHub - JorenJoestar/DevGames2025
Contribute to JorenJoestar/DevGames2025 development by creating an account on GitHub.
github.com
June 11, 2025 at 4:25 PM
Reposted by Xander Berten
Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...
June 10, 2025 at 1:43 PM
Reposted by Xander Berten
Finally finished adding @shader-slang.bsky.social shaders to all my (almost 100) @vulkan.org open source samples and wrote a bit about it here:

www.saschawillems.de/blog/2025/06...

tl;dr: I very much enjoyed this :)
Shaders for Vulkan samples now also available in slang
A new shading language enters the ring Unlike other 3D graphics apis, Vulkan did decouple human readable shaders from the api using SPIR-V as an intermediate representation. This makes it possible to ...
www.saschawillems.de
June 3, 2025 at 2:53 PM
Reposted by Xander Berten
I'll be talking about SDFs and creative workflows tomorrow, hosted by the SIGGRPAH San Francisco Chapter - please sing up here before they close registration tomorrow noon.

www.eventbrite.com/e/unlocking-...
Unlocking Creativity with Signed Distance Fields
Iñigo Quilez shares his vision for a world post-polygon - easier to create 3D content, less technical, and more creative!
www.eventbrite.com
May 28, 2025 at 1:55 AM
Reposted by Xander Berten
Axis-Normalized Ray-Box Intersection
"By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%"
graphics.tu-bs.de/publications...
May 15, 2025 at 8:46 AM
Reposted by Xander Berten
Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...
May 12, 2025 at 1:31 PM
Reposted by Xander Berten
part of my job today was helping someone put sticky notes on themselves. we are so back
April 29, 2025 at 3:34 PM
Reposted by Xander Berten
Graphics Programming weekly - Issue 387 - April 13th, 2025 www.jendrikillner.com/post/graphic...
April 14, 2025 at 1:45 PM
Reposted by Xander Berten
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
therealmjp.github.io
April 14, 2025 at 12:52 AM
Reposted by Xander Berten
Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...
April 7, 2025 at 2:03 PM
Reposted by Xander Berten
April 2, 2025 at 1:05 PM
Reposted by Xander Berten
Here are the Ray Tracing Presentations

Ray Tracing in Snowdrop: Scene Representation and Custom BVH

media.gdcvault.com/gdc2024/Slid...

Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles

media.gdcvault.com/gdc2024/Slid...
April 1, 2025 at 11:11 AM
Reposted by Xander Berten
Graphics Programming weekly - Issue 385 - March 30th, 2025 www.jendrikillner.com/post/graphic...
April 1, 2025 at 2:22 PM
Reposted by Xander Berten
Just did my bi weekly recomile of UE5-Main and we have a new Viewport UI! woah
#UnrealEngine #UE5 #GameDev
March 29, 2025 at 12:49 AM
Reposted by Xander Berten
So, I have about a 100GB of god of war ragnarok captures. Let's to that livepost study shall we ? I'm going too start with a cine character shot. To see how the frame is build. W'll check some specific effects (like snow) later.
February 1, 2025 at 2:07 PM
First time implementing something from a Research Paper.

At first it looked really scary but after rereading the paper a few times i got it.

Here is my implementation of GTAO (Ground Truth Ambient Occlusion)

I had a blast doing this and even got more interested in everything around radiology.
December 28, 2024 at 5:36 PM
Another day another SSAO, But this time in the Forge Framework.

Its been pretty fun to learn the Forge framework and what the differences are to my own "framework".
December 15, 2024 at 9:39 PM
Trailer for our School Project Game!!!!
Its been so wonderful to work with these amazing people!

www.youtube.com/watch?v=HZMQ...
Liquid Gravity - Trailer
YouTube video by // bladesides \\
www.youtube.com
December 9, 2024 at 6:45 PM
Reposted by Xander Berten
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
Reposted by Xander Berten
Graphics Programming weekly - Issue 368 - December 1st, 2024 www.jendrikillner.com/post/graphic...
December 2, 2024 at 3:12 PM
Work in progress on our group project game.
Its going pretty good!
November 30, 2024 at 8:00 AM