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Pablo Delgado

@pablode.bsky.social

rendering @ chaos

58 Followers  |  44 Following  |  10 Posts  |  Joined: 06.02.2024  |  1.8129

Latest posts by pablode.bsky.social on Bluesky

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Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin SalaΓΌn, Martin BΓ‘lint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...

19.06.2025 01:31 β€” πŸ‘ 63    πŸ” 15    πŸ’¬ 0    πŸ“Œ 1

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€” πŸ‘ 29    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0

Source code on GitHub: github.com/pablode/cg-a...

28.06.2025 16:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)

28.06.2025 16:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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€” πŸ‘ 48    πŸ” 10    πŸ’¬ 1    πŸ“Œ 0

Would be nice if 2DGS were to win the race. Much simpler to render πŸ˜›

11.03.2025 17:55 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
2D Gaussian Ray-Tracing is the future!
YouTube video by Oliver Markowski 2D Gaussian Ray-Tracing is the future!

www.youtube.com/watch?v=BUpD...

11.03.2025 17:55 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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 ⬇️)

11.03.2025 17:55 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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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

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...

30.01.2025 14:09 β€” πŸ‘ 117    πŸ” 35    πŸ’¬ 2    πŸ“Œ 1
Three different examples of the Chiang Hair BSDF in MaterialX v1.39.2, rendered in NVIDIA RTX.

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€” πŸ‘ 20    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
Tools for GPU Codec Development – Ignacio CastaΓ±o

Wrote a blog post about my development process and the tools I’ve built to develop the Spark codecs:
ludicon.com/castano/blog...

04.01.2025 08:46 β€” πŸ‘ 35    πŸ” 10    πŸ’¬ 2    πŸ“Œ 0
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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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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. Here’s a render of stehrani3d’s MaterialEggs which make use of these features (2/4)

03.01.2025 11:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Hello πŸ¦‹ community!

03.01.2025 11:12 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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