Visual Attention in Crisis | Behavioral and Brain Sciences | Cambridge Core
Visual Attention in Crisis - Volume 48
My Visual Attention in Crisis paper has finally appeared, along with 30 commentaries and response. I argue that itβs time to rethink attention from the ground up, and suggest key phenomena and possible directions. Requires access, alas. doi.org/10.1017/S014...
26.11.2025 13:23 β π 22 π 8 π¬ 3 π 1
It's close to intern recruiting season. Do any of my professor friends have PhD students they'd recommend for working on my team at NVIDIA?
Ask here if you want more info about what our team is working on.
26.08.2025 18:37 β π 0 π 0 π¬ 0 π 0
YouTube video by I3D Symposium
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
31.07.2025 12:20 β π 44 π 11 π¬ 0 π 1
Presentation - SIGGRAPH 2025 Conference Schedule
Hands-on Class: Introduction to Slang
Sunday, 10 August 2025
4:00pm - 5:30pm PDT
This session will get you writing Slang shaders within the first few minutes! (2/6)
s2025.conference-schedule.org/presentation...
31.07.2025 18:30 β π 4 π 2 π¬ 1 π 0
Yet another case of popular media misrepresenting science. Yet itβs too much work for the average person to read the underlying paper/research.
30.06.2025 06:22 β π 0 π 0 π¬ 0 π 0
THIS IS NOT WHAT THE PAPER SAYS
NOT EVEN CLOSE
NOT EVEN IN THE SAME UNIVERSE
NOT EVEN IN A PARALLEL MULTIVERSE
21.06.2025 00:21 β π 85 π 16 π¬ 5 π 8
A pair of screenshots from The Fellowship of the Rings, the images and subtitles are extremely blurry. The scene is when Frodo and Gandalf are viewing the writing on the One Ring. The first image shows Frodo and the caption reads "It's too low quality, I can't read it." The second shows Gandalf saying "There are few who can."
Stolen from Discord
26.06.2025 04:25 β π 940 π 240 π¬ 6 π 10
Fused Collapsing for Wide BVH Construction
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...
23.06.2025 17:27 β π 43 π 12 π¬ 1 π 0
Toward Understanding Display Size for FPS Esports Aiming | Proceedings of the 20th International Conference on the Foundations of Digital Games
As a follow-up to our 2022 publication, we share additional user study results on monitor size for #FPS #gaming from the Foundations of Digital Games conference. dl.acm.org/doi/full/10....
08.06.2025 02:48 β π 1 π 0 π¬ 0 π 0
JCGT is moving along | Real-Time Rendering
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
16.05.2025 17:34 β π 21 π 14 π¬ 0 π 0
A well deserved honor. Congratulations!
15.05.2025 04:05 β π 0 π 0 π¬ 0 π 0
YouTube video by High-Performance Graphics
HPG 2022 Keynote: The Journey to Nanite - Brian Karis, Epic Games
With @briankaris.bsky.social winning this yearβs SIGGRAPH Practitioner award, itβs a great time to repost his HPG 2022 keynote, which is one of the best talks Iβve ever seen. The tech is cool, yes, but what makes the talk is Brianβs approach to R&D and invention.
www.youtube.com/watch?v=NRnj...
14.05.2025 21:36 β π 72 π 14 π¬ 3 π 1
Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games | Proceedings of the 35th Workshop on Network and Operating System Support for Digital Audio and Video
In our recent work we saw perceptual improvement all the way up to 500 Hz expressed as Quality of Experience in a Unity FPS game. We also saw score increase until it appeared to saturate around 100 Hz in this game. #esports #research
dl.acm.org/doi/abs/10.1...
08.04.2025 18:56 β π 2 π 0 π¬ 0 π 0
LinkedIn Login, Sign in | LinkedIn
Login to LinkedIn to keep in touch with people you know, share ideas, and build your career.
I've decided to mostly post my research updates to LinkedIn. Finding someone's LinkedIn feed is a bit tricky, so here's a direct link to mine.
www.linkedin.com/in/josefspju...
08.04.2025 18:53 β π 0 π 0 π¬ 0 π 0
4 weeks to the HPG papers deadline (and 3 to the abstract deadline).
Our call for posters, Hot3D and the student competition are also online and @c0de517e.bsky.social is confirmed as our first keynote speaker.
highperformancegraphics.org/2025/program...
17.03.2025 21:17 β π 14 π 8 π¬ 0 π 0
DLSS 4: Transforming Real-Time Graphics with AI
Interesting to see a bit of details behind the amazing DLSS tech: research.nvidia.com/labs/adlr/DL...
13.03.2025 22:14 β π 31 π 7 π¬ 1 π 1
09.03.2025 14:55 β π 212 π 34 π¬ 2 π 3
@grok is this true?
08.03.2025 18:59 β π 4 π 0 π¬ 0 π 0
Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time.
Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
05.03.2025 19:57 β π 37 π 4 π¬ 1 π 0
I mostly make the Ts hard for emphasis. Thereβs lots of sounds that we eat most of the time, but come back for emphasis and would show up when you say the word for a spelling bee or similar.
28.02.2025 12:47 β π 2 π 0 π¬ 0 π 0
If your XR/HCI related paper didnβt make it to the CVPR main track, I highly encourage you to resubmit with corrections to the CV4MR workshop. To improve your chances, you can optionally submit the CVPR reviews and how you addressed the issues pointed out in the reviews.
Contact me for questions!
26.02.2025 19:37 β π 6 π 2 π¬ 1 π 0
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
TinyBVH 1.4.1 is now available on Github. Changes:
* Fast BVH8_CPU layout, 48% faster single rays
* And: A quantized (128 byte) version of the same, sadly not faster (yet)
* Customizable c_int, c_trav in BVHBase
* Improved memory efficiency of CWBVH
Get it here:
github.com/jbikker/tiny...
28.02.2025 08:35 β π 30 π 2 π¬ 2 π 0
VFX friends affected by the Technicolor closure: Iβve been there. Iβm so sorry.
If you want help planning a pivot from VFX to other graphics-related fields, I have time to give you advice and connections.
Email me: info @ my username dot com.
24.02.2025 15:33 β π 15 π 1 π¬ 1 π 0
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
TinyBVH 1.3.8 is now available on the main branch. This is a maintenance release, which restores most of the NEON functionality by @wuyakuma:
* A fast binned SAH BVH builder, on par with the AVX builder;
* Fast traversal kernels for the BVH4_CPU layout.
github.com/jbikker/tiny...
20.02.2025 09:23 β π 20 π 4 π¬ 0 π 0
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
19.02.2025 18:00 β π 132 π 35 π¬ 8 π 1
Journal of Computer Graphics Techniques
Welcome to JCGT-announce! We announce articles for the Journal of Computer Graphics Techniques here. If you prefer to get announcements sent to your email, sign up at jcgt.org/read.html
11.02.2025 18:53 β π 20 π 7 π¬ 0 π 0
VFX Lighting, Graphics Programming and GameDev
http://sosoyan.com
Compute graphics researcher, Senior Director of Adobe Research Paris, Professor at Ecole Polytechnique & Professor (on leave) at Telecom Paris. Views are mine. https://research.adobe.com/person/tamy-boubekeur/
Senior Rendering Programmer at Sony Santa Monica Studio
π· http://instagram.com/jendrikillner/
π https://www.jendrikillner.com
Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Making vis cool since 2014. Tufte hates this one weird trick.
Associate Professor in Computer Graphics in the Maverick team at LJK/Inria Grenoble.
Event calendar and news of #GameDev conferences, summits, conventions, festivals, and other global game industry events. Editor-in-Chief: @MathewAnderson
β¨Join Skylight, report bugs, suggest features:
https://beacons.ai/skylight.social
Academic, cognitive & vision scientist, computational modeller, cofounder @neuromatch Academy, He/His. This is a personal account.
ARGF is a games fund that invests in almost finished indie game projects to help them across the finish line.
π https://www.almostready.fund/
Yuqian (Uchan) Sun | AI research artist (PhDing) | Artistic AI chatbot dev since 2018
Working on story-crafting #indiegame β1001 Nightsβ
Steam demo: https://store.steampowered.com/app/2782660/1001_Nights_Demo/
Personal website: https://fakecheese.me
The indie games magazine | Available in print and digital | Join us for #DGF26
Get your copy: teamdebug.com
Retired pro gamedev, SNES thru Xbone. Tinkerer & thinkerer. GenX. I want humanity to achieve more. I try to help with that.
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Rendering at ο£Ώ (visionOS - Persona). I do R&D on rendering digital humans. I spend my spare time tracing rays and studying languages.
Formerly vector graphics, shader compilation, and OS development at Google.
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/