Yeah, I did not get why they did not allow for people to seat in the side or back of rooms this year. :(
14.08.2025 21:56 β π 0 π 0 π¬ 0 π 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
10.06.2025 15:19 β π 81 π 30 π¬ 1 π 0
Compression of Spectral Images using Spectral JPEG XL, by Alban Fichet and Christoph Peters
jcgt.org/published/00...
04.03.2025 21:10 β π 28 π 9 π¬ 0 π 2
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
On behalf of the '25 paper chairs:
π The #HPG2025 Call for Papers is LIVE! Join us in beautiful Copenhagen, June 23-25, for cutting-edge discussions on graphics hardware and software. Co-located with #EGSR2025, it's the perfect stage for your research.
π
highperformancegraphics.org/2025/program...
13.12.2024 12:27 β π 35 π 16 π¬ 0 π 0
Computer graphics PhD student @ IRIT. Ex-intern: Adobe, Unity
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
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
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; Β½ of Pounce Light, Β½ making sense Β½ the time; he/him; π¦
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.
https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
Doing research at Adobe in Computer Graphics/Vision/ML on appearance & content authoring and generation. I also like photography, and baking, but I try to keep it under control!
https://valentin.deschaintre.fr
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Rendering Engineer at Autodesk.
Senior Rendering Programmer at Sony Santa Monica Studio
π· http://instagram.com/jendrikillner/
π https://www.jendrikillner.com
Transporting, scattering, and measuring light. π· π« π‘
Senior research scientist at NVIDIA.
Real-time and offline rendering, gamedev, GPU hw
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Research Director at @cnrs.fr and @LIRISLyon, PEPR ICCARE https://pepr-iccare.fr, GdR IG-RV https://gdr-igrv.fr, GRSI https://www.replicabilitystamp.org, digital geometry DGtal.org @dgtal.bsky.social, geometry processing, computer graphics and geek stuff