Remi
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remiadriaensen.bsky.social
Remi
@remiadriaensen.bsky.social
Second year game programming student at BUas. Obsessed with real time path tracing
Reposted by Remi
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 Remi
We've used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :)
This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!

Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
Kudzu Engine - Showcase
YouTube video by Sven
youtu.be
July 2, 2025 at 7:02 PM
Reposted by Remi
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
June 14, 2025 at 5:26 PM
Reposted by Remi
jo.dreggn.org/home/
- "Real-time Markov chain path guiding for global illumination and single scattering"
- "Neural two-level Monte Carlo real-time rendering"

👀
March 26, 2025 at 6:10 PM
Reposted by Remi
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
github.com
January 30, 2025 at 2:09 PM
Reposted by Remi
"Deep and Fast Approximate OIT" performs one geometry pass to extract 4 per pixel features from the transparent scene and a screen space pass to feed them into an 2 hidden layer MLP to calculate the approximate OIT colour: onlinelibrary.wiley.com/doi/full/10.... shaders github.com/gtsopus/DFA
Deep and Fast Approximate Order Independent Transparency
We present a machine learning approach for efficiently computing order independent transparency (OIT) using a lightweight neural network implemented using shaders. Our method is fast, requires a smal....
onlinelibrary.wiley.com
December 22, 2024 at 6:25 PM
Reposted by Remi
7/7 countries passed the treshold for the EU Citizens' Initiative against the destruction of video games.

Now every vote counts!

We are closing in on 400k signatures. Let's reignite the fire. Sign here: eci.ec.europa.eu/045...

And if you aren't eligible, spread the word!
European Citizens' Initiative
Give your support !
eci.ec.europa.eu
November 27, 2024 at 4:29 PM
Reposted by Remi
Had an amazing time giving my first talk ever, at the Graphics Programming Conference in Breda!
Congrats to the organisation for such a fantastic first edition of the conference. Looking forward to seeing everyone again next year!
November 15, 2024 at 9:29 AM
Reposted by Remi
Following a single light path around twisty corridor.
By the way, the viewport is rendered integrating those long paths.
November 12, 2024 at 6:13 AM
Reposted by Remi
The first public release of tiny_bvh is now available from Github:

github.com/jbikker/tiny...

tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is!

Feedback welcome.
October 30, 2024 at 2:32 PM
Reposted by Remi
Graphics moved to BlueSky? Great!

While I work on the initial release of a fast, "C-with-classes", single-file BVH-builder / optimizer library, may I perhaps amuse you with some reading material on the subject:
jacco.ompf2.com/2022/04/13/h...
Comes with a github repo too!
github.com/jbikker/bvh_...
October 23, 2024 at 10:02 AM