A cloud rendered using jackknife transmittance estimation and the formula used to do so.
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
30.10.2025 13:23 โ ๐ 126 ๐ 26 ๐ฌ 3 ๐ 0
๐ Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
๐ Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
23.10.2025 03:26 โ ๐ 71 ๐ 15 ๐ฌ 2 ๐ 1
Dr.Jit+Mitsuba just added support for fused neural networks, hash grids, and function freezing to eliminate tracing overheads. This significantly accelerates optimization &realtime workloads and enables custom Instant NGP and neural material/radiosity/path guiding projects. What will you do with it?
07.08.2025 11:15 โ ๐ 35 ๐ 6 ๐ฌ 2 ๐ 2
The latest development version of Dr.Jit now provides built-in support for evaluating and training MLPs (including fusing them into rendering workloads). They compile to efficient Tensor Core operations via NVIDIA's Cooperative Vector extension. Details: drjit.readthedocs.io/en/latest/nn...
01.06.2025 02:04 โ ๐ 37 ๐ 7 ๐ฌ 2 ๐ 0
More of the best moments in graphics on Bluesky ;) ๐
20.12.2024 18:21 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Following over 1.5 years of hard work (w/@njroussel.bsky.social &@rtabbara.bsky.social), we just released a brand-new version of Dr.Jit (v1.0), my lab's differentiable rendering compiler along with an updated Mitsuba (v3.6). The list of changes is insanely longโhere is what we're most excited about๐งต
26.11.2024 15:08 โ ๐ 113 ๐ 38 ๐ฌ 4 ๐ 2
http://bingxu.tech
Computer graphics, Light transport, Rendering, Painting. PhD candidate @UCSanDiego. Intern @NVIDIA; Sketches https://www.instagram.com/bing_xu_art
PhD student at graphics.cg.uni-saarland.de working on light transport simulation. Ex rendering researcher at Weta Digital.
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
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ใFPGAใฎGPUใจใฌใใญใชๅฎถๅบญ็จใฒใผใ ๆฉใไฝใใใจใใใกใฎ็ซ(ใใฅใผใใชใ+ใณในใขใน)ใใ็ฎใฎๆผๅฅใใฒใผใ ้็บใๆน่ถ๏ผๅ่ๅญใใใฃใๅฅฝใใใญใใpostsใฏ็งๅไบบใฎๆ่ฆใงใไผ็คพใไปฃ่กจใใใใฎใใชใ
https://fpga.maisonikkoku.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
Sr. Distinguished Engineer @nvidia
Senior research scientist @ Google
Research engineer @ EPFL, Switzerland
Differentiable rendering & GPUs
https://github.com/njroussel/
The Forge Interactive, Inc. is a think-tank for advanced real-time graphics, specializing in custom game engines, rendering solutions, and offering expert game engine consulting and programming services.
๐: theforge.dev/
โญ๏ธ: github.com/ConfettiFX
Researcher (OpenAI. Ex: DeepMind, Brain, RWTH Aachen), Gamer, Hacker, Belgian.
Anon feedback: https://admonymous.co/giffmana
๐ Zรผrich, Suisse ๐ http://lucasb.eyer.be
Research Scientist @ NVIDIA
Senior Research Scientist at NVIDIA, formerly PhD student at EPFL.
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic ๐ณ๏ธโ๐ ๐จ๐ฆ
Making 3D easier since 2010.
Research Engineer @ Meta | Mitsuba | Physics-based differentiable rendering
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
๐ณ๏ธโ๐ ally, BLM, gamedev (Thief, Promesst), Indie Game Jam cofounder, popularized C header-file-only libs w/stb. he/him
Larry, I'm on DuckTales.
https://nothings.org