🌐 Webpage: aparis69.github.io/SphereCarvin...
🔗 Code: github.com/H-Schott/Sph...
📽️ Video: www.youtube.com/watch?v=fekn...
05.08.2025 15:14 — 👍 3 🔁 2 💬 0 📌 0
📜 New SIGGRAPH 2025 paper 🎉
❔How to compute bounding volumes for procedural Signed Distance Fields (SDFs)? This is not so trivial!
💡We propose a simple method called Sphere Carving. It extracts (convex) bounding volumes around SDFs, requires very few evaluations, and is GPU compatible.
05.08.2025 15:02 — 👍 27 🔁 11 💬 1 📌 1
Oui oui, il a cette chance !
Même si avec répétition ça fait plus de sens, ça paraît un peu dur comme punition. J'avoue, je n'ai pas vécu l'oubli de cahier en tant que prof, seulement l'oubli de PC, mais il y en a à disposition à la fac.
16.12.2024 18:49 — 👍 1 🔁 0 💬 0 📌 0
Ce qui me paraît fou, c'est d'être collé pour un oubli de cahier.. ce serait plutôt ça l'injustice. Ils ne dépannent pas une feuille et un stylo au collège ? Ou par un copain..
16.12.2024 16:03 — 👍 1 🔁 0 💬 1 📌 0
Hey SIGGRAPH attendees, later in the day my colleague Emanuel will present a simple yet very expressive method for producing controllable shadow fringes in a path tracer. Join him for a cool presentation!
If you want to learn more, check the paper here: dl.acm.org/doi/10.1145/...
03.12.2024 01:30 — 👍 4 🔁 0 💬 0 📌 0
Thank you for reposting this series, I swallowed the three posts, that's an inspiring story! Now I know a bit more the backstory of the tech I'm working on :)
21.11.2024 06:53 — 👍 0 🔁 0 💬 1 📌 0
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
Rendering, ray tracing, Metal API.
Research Scientist at #Adobe. PhD in Computer Graphics. Author of #LearnWebGPU C++. Creative Coding. Indie game. VFX. Opinions are my own. Writes in 🇫🇷 🇺🇸.
https://portfolio.exppad.com
https://twitter.com/exppad
CG&AI PhD Student @KIT
Now at Reality Lab, Meta
ex-EagleDynamics, ex-WellDone Games
mishok43.com
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
CNRS research director in computer graphics, part time assistant prof at Polytechnique
Computer Graphics & Vision @ Adobe
Lighting technology supervisor at Netflix Animation Studios (nee: Animal Logic), father of three, reader of things.
R&D Scientist at Ubisoft La Forge focusing on light transport and fluid simulations. I like mathematics, physics, climbing, progressive musics and reading horror / fantasy / sci-fi books!
Tenured Researcher @INRIA, Ockham team. Teacher @Polytechnique
and @ENSdeLyon
Machine Learning, Python and Optimization
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
R&D Engineer at Circle. Cycling activist. Hold a PhD on procedural terrain modeling; worked on InstantTerra ; tried dev games, cited in idriss aberkane's phd
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Research scientist at Adobe. PhD in Computer Graphics. Founding member of Newhead Studio. Interests: large-scale environments, implicit surfaces, physics simulation, sustainability.
Web: aparis69.github.io
=> Opinions are my own.
He/Him. Write in 🇨🇵 🇬🇧
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
"Uncultured researcher in computer science, completely banal and mainstream."
affilié à France Points Fixes et à Theorems As A Service
he/him/whatever
https://social.sciences.re/@MonniauxD
https://cv.hal.science/david-monniaux
Associate Professor in Computer Graphics in the Maverick team at LJK/Inria Grenoble.
Graphics coder at Apple
Demoscener at Razor1911
www.aduprat.com
Computer graphics PhD student @Yale. she/her 🏳️🌈
alexaschor.com