Mikkel Gjoel's Avatar

Mikkel Gjoel

@gjoel.bsky.social

Chair Raving Graphics Programmer loopit.dk/publications shadertoy.com/user/hornet

1,078 Followers  |  258 Following  |  7 Posts  |  Joined: 11.09.2023  |  1.6734

Latest posts by gjoel.bsky.social on Bluesky

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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 โ€” ๐Ÿ‘ 160    ๐Ÿ” 54    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....

30.09.2025 01:08 โ€” ๐Ÿ‘ 81    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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GM Shaders Mini: Tonemaps How to conquer washed out lights and ugly color banding

mini.gmshaders.com/p/tonemaps

17.09.2025 21:40 โ€” ๐Ÿ‘ 37    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Profile.

11.09.2025 07:29 โ€” ๐Ÿ‘ 791    ๐Ÿ” 155    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 16
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.

10.09.2025 15:51 โ€” ๐Ÿ‘ 45    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years ๐Ÿ‘ด).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 โ€” ๐Ÿ‘ 152    ๐Ÿ” 52    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 2

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks โ€œFast as Hell: idTech 8 Global Illuminationโ€, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.

26.08.2025 12:52 โ€” ๐Ÿ‘ 99    ๐Ÿ” 26    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassinโ€™s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....

27.08.2025 02:09 โ€” ๐Ÿ‘ 47    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.

26.08.2025 17:10 โ€” ๐Ÿ‘ 51    ๐Ÿ” 13    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illuminationโ€ talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:25 โ€” ๐Ÿ‘ 85    ๐Ÿ” 27    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
SIGGRAPH 2025 Links

SIGGRAPH 2025 links: blog.selfshadow.com/2025/08/15/s.... I'll be adding more soon. Let me know if I'm missing anything.

16.08.2025 16:16 โ€” ๐Ÿ‘ 37    ๐Ÿ” 19    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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A Texture Streaming Pipeline for Real-Time GPU Ray Tracing Disney Animation makes heavy use of Ptex [Burley and Lacewell 2008] across our assets [Burley et al. 2018], which required a new texture streaming pipeline for our new real-time ray tracer. Our goal was to create a scalable system which could provide a real-time, zero-stall experience to users at all times, even as the number of Ptex files expands into the tens of thousands. We cap the maximum size of the GPU cache to a relatively small footprint, and employ a fast LRU eviction scheme when we hit the limit.

The short paper and talk materials can be found here:

www.yiningkarlli.com/projects/gpu...

10.08.2025 16:17 โ€” ๐Ÿ‘ 16    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...

10.08.2025 14:46 โ€” ๐Ÿ‘ 111    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.

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€” ๐Ÿ‘ 25    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Anisotropic perlin noise on Suzanne

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€” ๐Ÿ‘ 53    ๐Ÿ” 18    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 81    ๐Ÿ” 20    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 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€” ๐Ÿ‘ 0    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#geogram + #graphite + #blender Python scripting = robust CSG directly available in Blender !
Everything is a numpy array.

19.07.2025 06:15 โ€” ๐Ÿ‘ 39    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
The Future of Analytical Materials in a Neural World
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€” ๐Ÿ‘ 30    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm

03.07.2025 18:45 โ€” ๐Ÿ‘ 46    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 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€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Another ๐Ÿงต on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves

24.06.2025 00:17 โ€” ๐Ÿ‘ 62    ๐Ÿ” 12    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 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€” ๐Ÿ‘ 52    ๐Ÿ” 24    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Real-Time Markov Chain Path Guiding for Global Illumination and Single Scattering - LALBER.ORG We present a lightweight and unbiased path guiding algorithm tailored for real-time applications with highly dynamic content. The algorithm demonstrates effectiveness in guiding both direct and indire...

Thanks for your interest! We have published the paper and code in the meantime. You can find everything on our project page www.lalber.org/markov-chain...

30.04.2025 14:01 โ€” ๐Ÿ‘ 34    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 2
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Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaรผn, Martin Bรกlint, 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 โ€” ๐Ÿ‘ 65    ๐Ÿ” 15    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Gigi Version 1.0.0 released!
This includes WebGPU code generation, and the dx12 preview feature cooperative vectors.

A gallery of a few Gigi techniques that you can run in your browser:
electronicarts.github.io/gigi/

Gigi:
github.com/electronicar...

18.06.2025 18:07 โ€” ๐Ÿ‘ 43    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Gradientspace Toolbox Gradientspace Toolbox provides a suite of in-Editor Tools to improve content-creation workflows. Find our Tools in the Gradientspace tab in Modeling Mode! For more information and video demonstrations...

Gave up on trying to sell my Unreal Engine plugin, it's free now if you happen to want to 3D-paint textures in the Editor, or make things out of little grids-of-shapes: www.fab.com/listings/058...

11.06.2025 19:04 โ€” ๐Ÿ‘ 42    ๐Ÿ” 14    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 0
"NO CGI" is really just INVISIBLE CGI (5/5)
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€” ๐Ÿ‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Release The Assimp 6.0.0 Major Release ยท assimp/assimp What's Changed Fix building on Haiku by @Begasus in #5255 Reduce memory consumption in JoinVerticesProcess::ProcessMesh() signiโ€ฆ by @ockeymm in #5252 Fix: Add check for invalid input argument by @...

Finally: github.com/assimp/assim...
#gamedev #assimp #indie

31.05.2025 19:28 โ€” ๐Ÿ‘ 21    ๐Ÿ” 8    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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€” ๐Ÿ‘ 67    ๐Ÿ” 21    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

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