Pottuvoi
Pottuvoi
@pottuvoi.bsky.social
Graphics algorithms, GPUs, etc.
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My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
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New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com
August 29, 2025 at 7:52 PM
Reposted by Pottuvoi
wave_tracer 0.1 released
wavetracer.dev

wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
August 30, 2025 at 3:23 PM
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fyi: we finally got a good level design tool for Unreal and it is Scythe

many people are already using it in production. proper iterative level design is getting to happen in unreal for the first time in a long time. you are going to start noticing the difference soon
July 27, 2025 at 9:15 AM
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y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there

www.joewintergreen.com/dev-scoops-m...
July 20, 2025 at 2:10 PM
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Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used!
Thanks to @pema99.bsky.social for implementing this feature!
July 1, 2025 at 2:04 AM
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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
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Now available: A blog post on (S)BVH optimization.
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
May 20, 2025 at 3:21 PM
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27000 Dragons and 10000 Lights: GPU-Driven clustered forward renderer logdahl.net/p/gpu-driven

#gamedev #gamedevelopment #indiedev
May 20, 2025 at 4:36 PM
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I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
May 10, 2025 at 4:19 PM
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I'm excited to share our latest paper (work with Matt Pharr and Tomas Akenine-Möller), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025.
arxiv.org/abs/2504.05562
research.nvidia.com/labs/rtr/pub... 1/
April 11, 2025 at 3:35 PM
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I just released a new tool: a "texture browser" for UE5.5 that presents materials as square thumbnails instead of spheres. Like a 90s texture browser. Much better for level designin'. Has favourite searches, quick access to recently-used materials, etc.

www.joewintergreen.com/new-tool-imp...
February 15, 2025 at 2:06 AM
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As paper co-chair for the High Performance Graphics conference (together with AMD's @AaronKnoll1) I am incredibly proud to announce that the paper line-up is now officially available on the HPG'24 website:

highperformancegraphics.org/2024/program...
June 28, 2024 at 6:10 PM
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We have recorded a 48min version of the presentation for our paper "Filtering After Shading with Stochastic Texture Filtering":
www.youtube.com/watch?v=e339...
Properly paced, going deeper into history, context, gamedev practices, and explaining recommendations - check it out! :)
I3D'24 Technical Paper: Filtering After Shading with Stochastic Texture Filtering
This is a recorded talk accompanying our paper: "Filtering After Shading with Stochastic Texture Filtering" by Matt Pharr, Bartlomiej Wronski, Marco Salvi, and Marcos Fajardo. https://research.nvidia.com/labs/rtr/publication/pharr2024stochtex/ Published at ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2024, where it won the Best Paper Award. Please see the link above for publication details. Thank you for watching!
www.youtube.com
May 28, 2024 at 1:01 PM
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Another bookmark from 'X', for the graphics R&D people here ([i]where are you?[/i]):

"Learn how our global illumination algorithm, Neural Radiance Cache (NRC), advances real-time path tracing and discover use cases and integration tips in this #GTC23 session."

www.nvidia.com/en-us/on-dem...
November 27, 2023 at 10:32 AM