The Pixar RenderMan team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read!
diglib.eg.org/bitstreams/d...
21.06.2025 23:24 β π 29 π 5 π¬ 1 π 0
Source code on GitHub: github.com/pablode/cg-a...
28.06.2025 16:49 β π 0 π 0 π¬ 0 π 0
Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)
28.06.2025 16:49 β π 1 π 0 π¬ 1 π 0
Walt Disney Animation Studios - Publications
We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:
www.disneyanimation.com/publications...
19.03.2025 05:42 β π 48 π 10 π¬ 1 π 0
Would be nice if 2DGS were to win the race. Much simpler to render π
11.03.2025 17:55 β π 1 π 0 π¬ 0 π 0
YouTube video by Oliver Markowski
2D Gaussian Ray-Tracing is the future!
www.youtube.com/watch?v=BUpD...
11.03.2025 17:55 β π 1 π 0 π¬ 1 π 0
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.
(Created by Oliver Markowski with Houdini, link see below β¬οΈ)
11.03.2025 17:55 β π 5 π 1 π¬ 1 π 0
Three different examples of the Chiang Hair BSDF in MaterialX v1.39.2, rendered in NVIDIA RTX.
Highlighting one of the key contributions in MaterialX v1.39.2, Masuo Suzuki at NVIDIA contributed the Chiang Hair BSDF, seen below in NVIDIA RTX, which opens the door to the authoring of cross-platform, customizable hair shading models in MaterialX and OpenUSD.
github.com/AcademySoftw...
21.01.2025 19:22 β π 20 π 4 π¬ 1 π 0
Tools for GPU Codec Development β Ignacio CastaΓ±o
Wrote a blog post about my development process and the tools Iβve built to develop the Spark codecs:
ludicon.com/castano/blog...
04.01.2025 08:46 β π 35 π 10 π¬ 2 π 0
Lastly, implemented proper support for AOVs including those used for picking (primId, instanceId, elementId). (asset: standard shader ball) (4/4)
03.01.2025 11:15 β π 0 π 0 π¬ 0 π 0
To reduce the memory footprint, I first run the geometry through meshoptimizer which culls and deduplicates vertices. Next, the data is compressed with blosc. The results are quite good. Decompression only happens when a BLAS is rebuilt. (3/4)
03.01.2025 11:15 β π 0 π 0 π¬ 1 π 0
Furthermore implemented #MaterialX geompropvalues (MDL scene data), and GeomSubsets. This required quite some code rewriting, as I now store a copy of the CPU geometry data in the renderer itself. Hereβs a render of stehrani3dβs MaterialEggs which make use of these features (2/4)
03.01.2025 11:15 β π 1 π 0 π¬ 1 π 0
Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)
03.01.2025 11:15 β π 2 π 0 π¬ 1 π 0
Hello π¦ community!
03.01.2025 11:12 β π 2 π 0 π¬ 0 π 0
Metal Games Ecosystem at Apple. Opinions are my own.
Empowering real-time graphics developers with advanced language features that enhance portability and productivity in GPU shader development.
French C++ developer, consultant & co-founder @ siliceum.
Performance optimization, multithreading, rendering APIs and game engines.
I know too much about Webkit and JS for my own good.
I do reverse engineering for fun!
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities
Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
We're the #gamedev home for AMD FidelityFXβ’ effects inc. FSR, Radeonβ’ Developer Tool Suite, VMA, AMF + more.
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
gpu psychiatrist @ SIE PSS ATG
Your friendly neighborhood Guthmann | Computer graphics enthusiast | GPU Dev Tech at AMD. Opinions are my own.
http://frguthmann.github.io
β’ PhD, Computer Science
β’ Creator of Slug Library, Radical Pie, C4 Engine
β’ Math / gamedev author
β’ Geometric algebra researcher
β’ Former Naughty Dog, Apple, Sierra
Graphics Technical Director @NMGames. Arm Ambassador & Demoscener(biovf/Architect^Singularity). Previously Sr. Graphics Eng at Samsung R&D
Technical Director - Graphics at Epic Games. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Previously: technical fellow at Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Graphics nerd - Rendering Lead on Unreal Engine @ Epic. Previously Rendering @ Roblox, Deviation Games, Halo, and more!
Also on Mastodon: @gkaerts@mastodon.gamedev.place
π§πͺπ¨π¦
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)