mabaro.bsky.social
@mabaro.bsky.social
Reposted
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
June 19, 2025 at 1:31 AM
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I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...
Fused Collapsing for Wide BVH Construction
wbrbr.org
June 23, 2025 at 5:27 PM
Reposted
Graphics Programming weekly - Issue 396 - June 22nd, 2025 www.jendrikillner.com/post/graphic...
June 24, 2025 at 1:19 PM
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This week at EGSR, Alex Rath and Marco Manzi will be presenting a really cool experiment that Disney Research did on integrating GPU based neural guiding into Disney Animation's Hyperion Renderer. I helped a tiny bit to support this project; check it out!

diglib.eg.org/bitstream/ha...
June 25, 2025 at 5:24 AM
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Reposting for easy future access. Going to use this to compare tinybvh to RTX performance. :)
July 2, 2025 at 7:18 PM
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I recently started tinkering with mesh shaders in my toy engine to get a feel for what is involved in adding support for them and potential performance improvement opportunities and wrote a blog post detailing my findings. interplayoflight.wordpress.com/2025/05/05/m...
Meshlets and Mesh Shaders
Mesh shaders, introduced back in 2018 as an NVidia Turing and later as an AMD RDNA2 feature, is an evolution of the geometry pipeline which removes a number of fixed function units like the Input A…
interplayoflight.wordpress.com
May 5, 2025 at 5:33 PM
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Improvement on OneSweep? Impressive!
May 7, 2025 at 9:57 AM
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These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...
May 7, 2025 at 1:39 PM
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I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.
May 7, 2025 at 1:37 PM
Reposted
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
We present Thera🔥: The new SOTA arbitrary-scale super-resolution method with built-in anti-aliasing. Our approach introduces Neural Heat Fields, which guarantee exact Gaussian filtering at any scale, enabling continuous image reconstruction without extra computational cost.
March 14, 2025 at 2:18 PM
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I think I got the caret hit testing working. There are quite a few corner cases to get right, like the transitions between directions, double cursor, and EOL.

It was surprisingly easy to write code where all caret positions were not reachable :)
March 12, 2025 at 9:14 PM
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Jérôme Eippers' YouTube channel is quickly becoming a goldmine for Animation Programming. He is covering so many classic animation papers - reviving a lot of great ideas and techniques that are either under-utilized or forgotten by the industry.

www.youtube.com/@JeromeEippe...
Animation Tech
In this channel we will be looking at the technical side of animation and physic in the video game industry. Let's dig into whitepapers and reimplement them in python to learn from them. I'm Jerome ...
www.youtube.com
March 1, 2025 at 6:11 PM
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Graphics Programming weekly - Issue 371 - December 21st, 2024 www.jendrikillner.com/post/graphic...
December 24, 2024 at 1:49 PM
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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
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Absolutely love reading frame analysis breakdowns of games. Here is a fun one from Metaphor ReFantazio, where many odd things are happening in the frame...

vkguide.dev/docs/extra-c...
Performance and frame analysis - Metaphor ReFantazio
Practical guide to vulkan graphics programming
vkguide.dev
November 9, 2024 at 12:10 PM
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I wrote about video game shadow techniques on my blog:

📜 30fps.net/pages/videog...

I've always liked different ways to draw shadows in games. I went and tried to find visually distinct examples and explain their differences. I hope you'll find it inspiring!
October 25, 2024 at 1:43 PM
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Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
mangosister.github.io
November 15, 2024 at 6:19 PM
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For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
Enjoy!
www.youtube.com/watch?v=teth...
May 14, 2024 at 3:49 PM
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"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
November 25, 2024 at 10:04 PM
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trying to seed some relevant content here, and also shill my vulkanised talk. rendergraphs are not end all be all! you can automate hazard tracking to work in a more familiar way! youtu.be/d15RXWp1Rqo?...
Vulkanised 2024: Vulkan Synchronization Made Easy - Grigory Dzhavadyan
YouTube video by Vulkan
youtu.be
October 23, 2024 at 4:43 AM
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Thought I'd share an old post I did which I still feel is pretty relevant today: Implementing a GPU-driven debug line renderer

www.gijskaerts.com/wordpress/?p...

Ever wanted to just draw debug primitives directly from a shader without CPU intervention? Look no further!
Implementing a GPU-driven debug line renderer
I recently tweeted about some of the work I’m doing around GPU debugging tools (more specifically GPU-driven line rendering) in my home real-time rendering project. Since the tweet gained a g…
www.gijskaerts.com
October 23, 2024 at 10:43 PM
Reposted
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