The z-buffer and depth testing (aka z-testing) have been the dominant way of hidden surface elimination for over 50 years, introduced but not implemented in W. Straรer's PhD thesis in 1974, and actually implemented in Ed Catmull's PhD thesis in the same year. 1/4
30.11.2025 15:51 โ ๐ 44 ๐ 10 ๐ฌ 4 ๐ 0
I push to GPU array of instances info including double3 pos. Every frame I fill bvh instances with float3 (camera relative) from global double3 pos buffer in compute shader and rebuild tlas relative to camera. I do it for all tlas bvhs. Also I do some work on CPU for other structures e.g. light tree
25.11.2025 10:16 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Thank you! I thought about "frame selected" many times while recording the video๐
23.11.2025 14:12 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Double support for positions
YouTube video by Vladimir Komarov
I finally added double support for positions in my engine and I can now draw objects at enormous distances from each other. This only cost ~15% scene graph update perf on CPU and it's almost free for GPU since everything is drawn relative to camera using float
www.youtube.com/live/eYZ6wS9...
22.11.2025 23:56 โ ๐ 31 ๐ 0 ๐ฌ 2 ๐ 0
Thank you! I don't have an end goal yet but there is a bunch of functionality I want to implement
06.10.2025 20:56 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
YouTube video by Vladimir Komarov
Async scene loading
Finally got around to implementing async scene loading in my engine. DX12 async compute for BLAS + background threads for bvh command list and resource loading. A lot of pain with synchronizing all of this and the ability to delete objects during loading
www.youtube.com/watch?v=kkWa...
05.10.2025 16:19 โ ๐ 17 ๐ 0 ๐ฌ 1 ๐ 0
05.08.2025 19:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
And in this case you don't need sampler feedback, min mip textures and tile management.
20.07.2025 19:47 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
In the end I decided to try simple mips streamer and it works much better and memory savings are almost the same (because for tiled mode I load a bit more tiles than necessary, otherwise sometimes there are filtering artifacts in the process of loading new tiles).
20.07.2025 19:47 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0
Besides UpdateTileMappings sampler feedback also has problems, at least on my laptop Nvidia 3080. There are crashes if you use it in any hit shaders and wrap mode for samplers doesn't work. Also found this list of problems on other vendors github.com/HansKristian...
20.07.2025 19:47 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
First, UpdateTileMappings is unpredictably slow, i.e it works fine most of the time in a background thread, but sometimes it stutters in the graphics queue in the render thread. It can handle about 30-40k tiles, but at 170k+ you definitely get stutters.
20.07.2025 19:47 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
I'm working on texture streaming right now, and the first thing I tried was hardware tile streaming with sampler feedback. And yes, the state of hardware streaming is very sad.
bsky.app/profile/fabr...
20.07.2025 19:46 โ ๐ 16 ๐ 1 ๐ฌ 2 ๐ 0
Holy shit, I am just catching up with this article, which goes way further down the mipmap filtering rabbit hole than any other resource I've seen, including showing differences in GPU vendor hardware implementations.
pema.dev/2025/05/09/m...
05.06.2025 17:13 โ ๐ 59 ๐ 12 ๐ฌ 0 ๐ 2
It has some problems with a lot of trees and I need to figure out what to do with clouds+fog, but overall it's insanely good. And a lot of what I did for my denoiser (for example demodulation for transparent materials) came in handy here too.
26.05.2025 22:30 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
YouTube video by Vladimir Komarov
DLSS RR test
Tried DLSS RR in my path tracer and it's pure magic. I think it's quite expensive for games (~7ms for this image on laptop 3080), but for previz in path tracing it's really good, very resposive and high quality.
www.youtube.com/watch?v=xtzW...
26.05.2025 22:30 โ ๐ 31 ๐ 4 ๐ฌ 1 ๐ 0
Yeah, It would be interesting to see the results. I tried DirectML implementation with float16 and it was ~2 times slower
20.05.2025 06:46 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
On my laptop 3080rtx 1080p is ~25 msec for high quality and ~12.6 for fast preset. I use fast in the video (it has pretty decent quality). You can easily check your GPU - there is oidnBenchmark.exe in binaries on github
19.05.2025 17:30 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
YouTube video by Vladimir Komarov
Updated Intel OIDN denoiser in my renderer
Just updated Intel OIDN for the first time in a couple of years in my renderer so I can use GPU version, and it works so well with DOF, motion blur, volumetrics and it's pretty fast. There is a little blurriness in some cases but it's totally solvable
www.youtube.com/watch?v=YcHG...
18.05.2025 16:35 โ ๐ 14 ๐ 0 ๐ฌ 1 ๐ 0
New old blog post: I wrote this back in 2020 but didn't bother to finish editing/uploading until yesterday about how I made this forest scene as a technical art exercise.
Slowly working my way through finishing/editing/uploading unfinished old blog posts...
blog.yiningkarlli.com/2020/12/lupi...
05.05.2025 23:12 โ ๐ 22 ๐ 4 ๐ฌ 0 ๐ 0
YouTube video by Vladimir Komarov
Motion blur experiment
Implemented a very simple timeline and motion blur in my path tracer. Just animating the scene a bit and accumulating frames (works well with rotation). Even 128 camera samples seems to be enough for even fairly fast movement
www.youtube.com/watch?v=cwzP...
23.04.2025 20:28 โ ๐ 18 ๐ 2 ๐ฌ 1 ๐ 0
Paper teaser image showing quality improvements from the proposed technique.
I'm excited to share our latest paper (work with Matt Pharr and Tomas Akenine-Mรถller), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025.
arxiv.org/abs/2504.05562
research.nvidia.com/labs/rtr/pub... 1/
11.04.2025 15:34 โ ๐ 122 ๐ 24 ๐ฌ 2 ๐ 0
Managed to get Nvidia Flow (PhysX) to compile and run, after initially failing the other week. Was curious for a quick peek now that it's been open sourced (github.com/NVIDIA-Omniv...)
Flow itself isn't CUDA based, but instead uses compute shaders
Some higher level observations in the replies 1/?
06.04.2025 12:40 โ ๐ 34 ๐ 7 ๐ฌ 1 ๐ 0
Thank you!
07.03.2025 21:53 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Iโm excited to announce that due to popular demand, we will release the full animatic of Flow aka Float aka the Crazy Frog Edition. Instead of using storyboards, all the scenes are designed directly in 3D. Everything was made in Blender and rendered in EEVEE.
13.02.2025 17:43 โ ๐ 2833 ๐ 789 ๐ฌ 20 ๐ 39
Senior Graphics Engineer - DirectX Backend at @unity. Previously @varjodotcom, @wargaming_net, @blend4web. CG fan :) Opinions and thoughts are my own, etc.
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
rendering/tech art and games ๐๏ธ
love outlines
living in ๐ง๐ช
ameye.dev
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
๐ gboisse.github.io
HPC Visualization DevTech at NVIDIA, formerly Intel + SURVICE Engineering
๐น๏ธ Solo Game Dev ๐ฎ Former AAA Dev.
๐ณ Working on a survival game right now.
๐ I repost Indie Dev progress.
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
20+ year game dev, and graphics researcher. Currently at EA SEED.
Tech blog:
https://blog.demofox.org/
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change.
Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
#UnrealEngine Supervisor / Tech Artist at ModelFarm, Ex #VFX Lighting at Mr.X & Mill Film.
http://imdb.com/name/nm2278940/ He / Him
linktr.ee/dylanbrowne
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
Procedural@Epic. Gazing out in awe.
Rendering Engineer at Autodesk.
I'm a researcher at AMD working on improving computer graphics with the help of deep learning.
Previously: Intel Labs. PhD from UCSD with Prof. Ravi Ramamoorthi
https://alexku.me/
CG&AI PhD Student @KIT
Now at Reality Lab, Meta
ex-EagleDynamics, ex-WellDone Games
mishok43.com
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
Rendering, ray tracing, Metal API.