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...
@gjoel.bsky.social
Chair Raving Graphics Programmer loopit.dk/publications shadertoy.com/user/hornet
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...
#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 ๐ 81 ๐ 22 ๐ฌ 0 ๐ 1Profile.
11.09.2025 07:29 โ ๐ 791 ๐ 155 ๐ฌ 8 ๐ 16Computer 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.
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 ๐ด).
therealmjp.github.io/posts/ten-ye...
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks โFast 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 ๐ 99 ๐ 26 ๐ฌ 1 ๐ 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassinโs Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
27.08.2025 02:09 โ ๐ 47 ๐ 19 ๐ฌ 0 ๐ 0MegaLights 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 ๐ 51 ๐ 13 ๐ฌ 3 ๐ 1#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....
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 ๐ 37 ๐ 19 ๐ฌ 1 ๐ 0The short paper and talk materials can be found here:
www.yiningkarlli.com/projects/gpu...
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...
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...
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...
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...
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.
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 1All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
03.07.2025 18:45 โ ๐ 46 ๐ 23 ๐ฌ 0 ๐ 2I 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 0Another ๐งต on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
24.06.2025 00:17 โ ๐ 62 ๐ 12 ๐ฌ 2 ๐ 0All 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.
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 ๐ 34 ๐ 7 ๐ฌ 0 ๐ 2Histogram 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/...
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...
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 ๐ 42 ๐ 14 ๐ฌ 6 ๐ 0Wake 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 0Finally: github.com/assimp/assim...
#gamedev #assimp #indie
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...