Xander Berten's Avatar

Xander Berten

@hellcatpnext.bsky.social

- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship πŸ‡§πŸ‡ͺinπŸ‡¨πŸ‡Ώ Portfolio: https://xanderbertenportfolio.wordpress.com/ Blog: https://xanderbert.github.io/

576 Followers  |  132 Following  |  43 Posts  |  Joined: 20.10.2024  |  1.6423

Latest posts by hellcatpnext.bsky.social on Bluesky

Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...

12.02.2026 17:55 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

πŸŽ‡ The essential math
πŸŽ‡ Camera setup, intersections, NEE, BVH
πŸŽ‡ How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...

03.02.2026 15:44 β€” πŸ‘ 30    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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I recently read this paper. Interesting idea to use infrared to decompose the lighting terms.

ieeexplore.ieee.org/stamp/stamp....

23.01.2026 21:48 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...

23.01.2026 14:32 β€” πŸ‘ 49    πŸ” 17    πŸ’¬ 1    πŸ“Œ 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 β€” πŸ‘ 73    πŸ” 23    πŸ’¬ 0    πŸ“Œ 0
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Anddd We have NEE and MIS implemented

10.01.2026 17:22 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 β€” πŸ‘ 53    πŸ” 24    πŸ’¬ 0    πŸ“Œ 1
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

06.01.2026 19:53 β€” πŸ‘ 259    πŸ” 51    πŸ’¬ 13    πŸ“Œ 2
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/

06.01.2026 11:27 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social‬
and @tiagocostav.bsky.social‬ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!

29.12.2025 21:04 β€” πŸ‘ 62    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
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-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!

I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧡

20.12.2025 13:54 β€” πŸ‘ 38    πŸ” 17    πŸ’¬ 2    πŸ“Œ 1
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 β€” πŸ‘ 465    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12

What a awesome read!!!!

17.12.2025 15:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.

04.12.2025 10:39 β€” πŸ‘ 21    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Experimenting with this look for the fractals.

26.11.2024 15:42 β€” πŸ‘ 17    πŸ” 5    πŸ’¬ 3    πŸ“Œ 0

It's GDS Prague Game Jam!

30.11.2025 17:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Game Jam progress :)))

30.11.2025 15:20 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
C++ code that emits an OBJ file filled with points from voxel edge/SDF intersections.

C++ code that emits an OBJ file filled with points from voxel edge/SDF intersections.

A collection of vertices in OBJ plaintext format.

A collection of vertices in OBJ plaintext format.

A sphere of vertices in Blender.

A sphere of vertices in Blender.

Dirty gamedev secret: sometimes instead of building proper debug visualizations I just dump the information to OBJ and use Blender to visualize it πŸ˜…

But now at least I know my SDF dual contouring is working

28.11.2025 19:46 β€” πŸ‘ 500    πŸ” 37    πŸ’¬ 20    πŸ“Œ 2
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I saw some really interesting talks today!

Ive learned a ton about how virtual lights can improve indoor rendering and what the pitfalls are.

26.11.2025 22:38 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

25.11.2025 12:52 β€” πŸ‘ 44    πŸ” 12    πŸ’¬ 0    πŸ“Œ 0
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Implemented whitted-style ray tracing with wavelength-dependent IOR today

25.11.2025 14:33 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Demystifying Vulkan Ray Tracing
YouTube video by Conferenza Italiana sul Game Development Demystifying Vulkan Ray Tracing

My talk about ray-tracing is out!

youtu.be/CGR1gu2KW2s?...

Here I try to explain it in simple terms, while giving some historical context as well.
There is also a quick RTAO implementation with the worst denoise ever here:

github.com/JorenJoestar...

feedback is more than welcome!

23.11.2025 10:57 β€” πŸ‘ 42    πŸ” 11    πŸ’¬ 0    πŸ“Œ 0
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 β€” πŸ‘ 112    πŸ” 38    πŸ’¬ 1    πŸ“Œ 1
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)

07.11.2025 22:43 β€” πŸ‘ 69    πŸ” 13    πŸ’¬ 4    πŸ“Œ 1
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RayTraced AO 😍

07.11.2025 16:06 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...

04.11.2025 14:55 β€” πŸ‘ 47    πŸ” 14    πŸ’¬ 2    πŸ“Œ 0
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GitHub - JorenJoestar/DevGames2025 Contribute to JorenJoestar/DevGames2025 development by creating an account on GitHub.

I've released a simple RTAO implementation, written for the DevGames2025 conference.
a poor-man's RTAO, showing how much the real problem is denoising.
I wanted to write the simplest RT as an introduction to it.
Vulkan+HLSL+Code generation for Descriptors

github.com/JorenJoestar...

11.06.2025 16:25 β€” πŸ‘ 14    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...

10.06.2025 13:43 β€” πŸ‘ 71    πŸ” 28    πŸ’¬ 1    πŸ“Œ 0
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Shaders for Vulkan samples now also available in slang A new shading language enters the ring Unlike other 3D graphics apis, Vulkan did decouple human readable shaders from the api using SPIR-V as an intermediate representation. This makes it possible to ...

Finally finished adding @shader-slang.bsky.social shaders to all my (almost 100) @vulkan.org open source samples and wrote a bit about it here:

www.saschawillems.de/blog/2025/06...

tl;dr: I very much enjoyed this :)

03.06.2025 14:53 β€” πŸ‘ 46    πŸ” 10    πŸ’¬ 6    πŸ“Œ 0
Unlocking Creativity with Signed Distance Fields IΓ±igo Quilez shares his vision for a world post-polygon - easier to create 3D content, less technical, and more creative!

I'll be talking about SDFs and creative workflows tomorrow, hosted by the SIGGRPAH San Francisco Chapter - please sing up here before they close registration tomorrow noon.

www.eventbrite.com/e/unlocking-...

28.05.2025 01:55 β€” πŸ‘ 76    πŸ” 12    πŸ’¬ 2    πŸ“Œ 0

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