A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.
Toroidally Progressive Stratified Sampling in 1D
New Blog Post! See how to use a low discrepancy shuffler to make stratified sampling toroidally progressive.
blog.demofox.org/2025/08/03/t...
03.08.2025 18:38 โ ๐ 25 ๐ 3 ๐ฌ 1 ๐ 0
Anisotropic perlin noise on Suzanne
New at #SIGGRAPH2025:
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesi...
29.07.2025 00:16 โ ๐ 49 ๐ 17 ๐ฌ 1 ๐ 0
GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!
github.com/jakericedesi...
28.07.2025 19:01 โ ๐ 71 ๐ 19 ๐ฌ 3 ๐ 0
Any of my moots (or non-moots) who happens to have experience with using surfels and lightprobes for rendering, and wouldn't mind me asking incredibly dumb questions about them?
21.07.2025 19:10 โ ๐ 0 ๐ 1 ๐ฌ 1 ๐ 0
#geogram + #graphite + #blender Python scripting = robust CSG directly available in Blender !
Everything is a numpy array.
19.07.2025 06:15 โ ๐ 37 ๐ 5 ๐ฌ 1 ๐ 0
YouTube video by High-Performance Graphics
The Future of Analytical Materials in a Neural World
Amazing talk about Neural Materials. Lots of insight - from why layered materials are important to an overview of current neural solutions and their tradeoffs: youtu.be/xUnXPNFWJUY?...
15.07.2025 12:29 โ ๐ 30 ๐ 9 ๐ฌ 0 ๐ 1
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
03.07.2025 18:45 โ ๐ 46 ๐ 23 ๐ฌ 0 ๐ 2
I did a presentation on the system we used for Brink at the OpenGL BOF at Siggraph 2011 loopit.dk/preferred.pdf . It was a bit different to Rage in that there were no restrictions on texture-reuse, and it allowed uv-wrapping. Not too many details in the presentation though...
03.07.2025 12:48 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Another ๐งต on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
24.06.2025 00:17 โ ๐ 61 ๐ 12 ๐ฌ 2 ๐ 0
44-Issue 8
High-Performance Graphics 2025
All HPG 2025 papers are now available on the EG digital library.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
21.06.2025 08:12 โ ๐ 52 ๐ 24 ๐ฌ 1 ๐ 0
YouTube video by The Movie Rabbit Hole
"NO CGI" is really just INVISIBLE CGI (5/5)
Wake up babe, new "NO CGI" Is Really Just INVISIBLE CGI" episode just dropped. www.youtube.com/watch?v=hniW...
02.06.2025 23:04 โ ๐ 20 ๐ 5 ๐ฌ 0 ๐ 0
Importance Sampled FAST Noise
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
27.05.2025 18:54 โ ๐ 67 ๐ 21 ๐ฌ 2 ๐ 0
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
10.05.2025 16:19 โ ๐ 221 ๐ 53 ๐ฌ 11 ๐ 1
Alan Wolfe, William Donnelly, and Henrik Halรฉn,
Importance-Sampled Filter-Adapted Spatio-Temporal Sampling
jcgt.org/published/00...
09.05.2025 19:38 โ ๐ 54 ๐ 15 ๐ฌ 0 ๐ 0
How does ROLLBACK NETCODE work, why is it so difficult to program, and why is it the gold standard for fighting games? A whirlwind tour of different solutions #pixelart #gamedev #AnimationVERSUS
The setup: you have a video game with couch co-op and want to add online multiplayer. Easy, right...?
๐งต
21.04.2025 13:47 โ ๐ 1892 ๐ 806 ๐ฌ 19 ๐ 40
My talk is up #AssassinsCreedShadows : gdcvault.com/play/1035277...
14.04.2025 18:46 โ ๐ 22 ๐ 4 ๐ฌ 0 ๐ 0
GDC Vault
GDC2025 presentations have appeared on GDC Vault: gdcvault.com/browse/gdc-25
12.04.2025 16:04 โ ๐ 34 ๐ 10 ๐ฌ 0 ๐ 1
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
Here are the Ray Tracing Presentations
Ray Tracing in Snowdrop: Scene Representation and Custom BVH
media.gdcvault.com/gdc2024/Slid...
Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles
media.gdcvault.com/gdc2024/Slid...
01.04.2025 11:11 โ ๐ 88 ๐ 23 ๐ฌ 0 ๐ 2
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as โacceleration structureโ and often referred to as โBVH...
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!
Reposts appreciated :)
zeux.io/2025/03/31/m...
01.04.2025 04:49 โ ๐ 124 ๐ 56 ๐ฌ 2 ๐ 0
Senior Render Programmer @IOInteractive ๐ฎ
Glacier โ | 007 First Light | Project Fantasy
prev @Ubisoft
Graphics Programmer. Previously at ZeniMax Online, WB
#1 Houdini artist west of the Mississippi.
creative coding
bleuje.com
Art Director & Senior Concept Designer in Film, Games, Books, Tech. Builds Scifi Worlds. Professional Work: Pixar Alum (16 Yrs), Blur, WarnerMedia, ++
Senior at Disney Animation & Professor at Edinburgh Napier University SCEBE. Part-time CTO of Cobra Simulation, 3Finery & new DanceGraph spinout. Games & Movies. ACM SIGGRAPH Executive Committee candidate (vote now! at ACM.org/elections/sigs/acm-siggraph)
Kiwi in the UK by way of the US
Graphics / VFX / Sims / SimCity / Spore / Football Manager / Wayve / Odyssey
https://github.com/andrewwillmott
https://www.andrewwillmott.com
https://soundcloud.com/radiator-8/albums
It's all about Wรทmยฒ and WรทKg ๐๐ดโโ๏ธ
www.rombo.tools
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
https://github.com/memononen
Visual Effects Developer at Valve
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Senior Graphics Engineer, Light Transport @unity.com.
Check out my stuff at http://github.com/pema99 and https://pema.dev
Interested in all things graphics, VR, language dev and functional programming.
@pemathedev on Twitter/X.
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Engใปๆฅๆฌ่ชใปRus. Also @shamanix@mastodon.gamedev.place
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
he/him
https://randomascii.wordpress.com/
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs