Mikkel Gjoel's Avatar

Mikkel Gjoel

@gjoel.bsky.social

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

1,061 Followers  |  244 Following  |  7 Posts  |  Joined: 11.09.2023  |  2.1071

Latest posts by gjoel.bsky.social on Bluesky

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” 3    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‘ 49    ๐Ÿ” 17    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Preview
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‘ 71    ๐Ÿ” 19    ๐Ÿ’ฌ 3    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
Post image Post image

#geogram + #graphite + #blender Python scripting = robust CSG directly available in Blender !
Everything is a numpy array.

19.07.2025 06:15 โ€” ๐Ÿ‘ 37    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
Post image

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
Post image

Another ๐Ÿงต on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves

24.06.2025 00:17 โ€” ๐Ÿ‘ 61    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
Preview
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
Post image Post image Post image Post image

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‘ 63    ๐Ÿ” 15    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Post image Post image Post image

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
Preview
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‘ 43    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
Preview
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
Post image Post image

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
Video thumbnail

I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...

10.05.2025 16:19 โ€” ๐Ÿ‘ 221    ๐Ÿ” 53    ๐Ÿ’ฌ 11    ๐Ÿ“Œ 1
Preview
Understanding The Math Behind ReSTIR GI Recently, I had the pleasure of contributing to Nvidiaโ€™s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...

10.05.2025 00:11 โ€” ๐Ÿ‘ 101    ๐Ÿ” 30    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
Preview
Rendering 'Assassin's Creed Shadows' Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a systemic weather system, and seasons. it is the first next gen only Assassin's Creed game. It's built on...

โ€œRendering Assassinโ€™s Creed Shadowsโ€ slides are available on GDCVault. gdcvault.com/play/1035526...

11.05.2025 11:55 โ€” ๐Ÿ‘ 92    ๐Ÿ” 21    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 3
Post image

Alan Wolfe, William Donnelly, and Henrik Halรฉn,
Importance-Sampled Filter-Adapted Spatio-Temporal Sampling
jcgt.org/published/00...

09.05.2025 19:38 โ€” ๐Ÿ‘ 54    ๐Ÿ” 15    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Upsampling via Multisampling Can we use multisampling effectively for upsampling? This has been a question in the back of my mind for give or take 10+ years.

Upsampling via Multisampling filmicworlds.com/blog/upsampl...

06.05.2025 20:02 โ€” ๐Ÿ‘ 102    ๐Ÿ” 24    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Paul Bourke - Personal Pages Paul Bourke - Personal and professional information

For many years, without a doubt paulbourke.net

29.04.2025 11:21 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

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...?

๐Ÿงต

21.04.2025 13:47 โ€” ๐Ÿ‘ 1892    ๐Ÿ” 806    ๐Ÿ’ฌ 19    ๐Ÿ“Œ 40
Post image

My talk is up #AssassinsCreedShadows : gdcvault.com/play/1035277...

14.04.2025 18:46 โ€” ๐Ÿ‘ 22    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 โ€” ๐Ÿ‘ 173    ๐Ÿ” 55    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
GDC Vault

GDC2025 presentations have appeared on GDC Vault: gdcvault.com/browse/gdc-25

12.04.2025 16:04 โ€” ๐Ÿ‘ 34    ๐Ÿ” 10    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Paper teaser image showing quality improvements from the proposed technique.

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€” ๐Ÿ‘ 122    ๐Ÿ” 24    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 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€” ๐Ÿ‘ 88    ๐Ÿ” 23    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 2
Preview
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 โ€œacceleration structureโ€ and often referred to as โ€œBVH...

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€” ๐Ÿ‘ 124    ๐Ÿ” 56    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

@gjoel is following 20 prominent accounts