Marco Salvi's Avatar

Marco Salvi

@marcosalvi.bsky.social

Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.

981 Followers  |  1,711 Following  |  4 Posts  |  Joined: 24.05.2023
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Posts by Marco Salvi (@marcosalvi.bsky.social)

When participating in peer review, always aim to provide high-quality, constructive feedback designed to improve the work. Write reviews that you can proudly stand behind; authors will respect valuable feedbackβ€”even when their paper is rejected or your identity is revealed.

28.11.2025 14:11 β€” πŸ‘ 34    πŸ” 2    πŸ’¬ 0    πŸ“Œ 3

Couldn't be prouder of my intern @bingxxu.bsky.social
for leading this work! πŸš€

It took immense persistence to turn the initial hunch, that an attention mechanism could model long-range interactions in light transport, into a robust, working system. Huge congrats to the entire team! πŸŽ‰

23.10.2025 03:40 β€” πŸ‘ 17    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
GDC 2025 | Advances in RTX - Full Session Replay
YouTube video by NVIDIA Game Developer GDC 2025 | Advances in RTX - Full Session Replay

Full replay of the NVIDIA GDC 2025 opening presentation by John Spitzer. Great watch for anyone interested the future of game tech and RTX!πŸ‘ www.youtube.com/watch?v=c7PA...

09.04.2025 15:17 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 1    πŸ“Œ 1
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To the world:
We are fighting back. Our movement has been silenced by the media hereβ€”but we are not backing down. This is what our streets looked like across multiple cities. Tomorrow, there will be more of us! Raise a glass to freedom.

β€”With love,
Your American allies.

05.04.2025 22:03 β€” πŸ‘ 83381    πŸ” 19509    πŸ’¬ 1880    πŸ“Œ 1133
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Adult in the (cabinet) room:

04.04.2025 14:28 β€” πŸ‘ 1980    πŸ” 233    πŸ’¬ 84    πŸ“Œ 32

I’ve never seen so many fools (including billionaire sycophants..) telling us we don’t get it and that it is all for our own good.

04.04.2025 21:14 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Sites like google scholar could plausibly improve collaboration by implementing randomized ordering for equal co-authors. Would be pretty cool.

02.04.2025 00:18 β€” πŸ‘ 24    πŸ” 2    πŸ’¬ 3    πŸ“Œ 1

zeamoxwang.github.io/HotSpot-CVPR...
My student Zimo/Cheng's recent work tackles this problem! A lot of recent neural "SDF" optimizers use losses that, even when perfectly minimized, still don't result in actual signed distance fields. Our loss guarantees convergence to distance when minimized.

29.03.2025 21:08 β€” πŸ‘ 39    πŸ” 7    πŸ’¬ 1    πŸ“Œ 0

White House says no one will be fired over the Signal scandal because no one involved was trying to cure cancer.

24.03.2025 21:54 β€” πŸ‘ 14384    πŸ” 3026    πŸ’¬ 192    πŸ“Œ 84
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DLSS 3 vs DLSS 4 with GeForce RTX in Assassin's Creed Shadows using DLSS Overrides. The image quality improvement is massive! 🀩

23.03.2025 22:35 β€” πŸ‘ 13    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
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Some highlights from a really compelling overview talk by @lukasheinrich.com this morning at #ML4PS at @neuripsconf.bsky.social -- reflecting on the future of ML for physics, including the importance of multi-modality and when/how to impose our scientific intuitions onto our models.

16.12.2024 00:16 β€” πŸ‘ 23    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference Rendering Tiny Glades With Entirely Too Much Ray Marching

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 β€” πŸ‘ 455    πŸ” 108    πŸ’¬ 15    πŸ“Œ 9
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we've been busy working on 3d world generation at world labs the past few months

today we're sharing an early preview of our technology

check out some interactive results on our website -- worldlabs.ai/blog

02.12.2024 23:06 β€” πŸ‘ 17    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Differentiable physically-based rendering has fascinating applications outside of traditional computer graphics. This collaboration between the RGL and LAPD groups at EPFL co-led by Baptiste Nicolet and Felix Wechsler demonstrates how to use it to create complex 3D prints very quickly.

27.11.2024 14:23 β€” πŸ‘ 33    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Screenshot of Slang x WebGPU README on GitHub (where the link in the post points)

Screenshot of Slang x WebGPU README on GitHub (where the link in the post points)

Sharing a starter setup for using @shader-slang.bsky.social with #WebGPU in C++ with #CMake, either for native or web targets. πŸ”Ή Uses the #reflection API to auto-generate boilerplate code! ✨

πŸ‘‰ github.com/eliemichel/S...

Very happy to take feedback about what's good and bad in this demo! More‡️ 1/8

26.11.2024 21:27 β€” πŸ‘ 39    πŸ” 15    πŸ’¬ 2    πŸ“Œ 0
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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 longβ€”here is what we're most excited about🧡

26.11.2024 15:08 β€” πŸ‘ 112    πŸ” 38    πŸ’¬ 4    πŸ“Œ 2
A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077

A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077

GPU Zen 3 is out!

I want to draw attention to the 96(!) page article I was a small part of detailing all the work from tooth-to-tail we put into making ray tracing a reality in Cyberpunk 2077. It is exhaustive and should be a reference for anyone looking to make RTX a reality in their own engines.

25.11.2024 16:24 β€” πŸ‘ 90    πŸ” 18    πŸ’¬ 2    πŸ“Œ 2
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My team RGL is looking for new PhD students starting 2025. If you are excited about topics like inverse rendering, compilers for graphics, and physically based modeling then please join us at EPFL. Info about the lab & admission process: rgl.epfl.ch/pages/jobs (Deadline: Dec 15)

22.11.2024 15:14 β€” πŸ‘ 47    πŸ” 23    πŸ’¬ 0    πŸ“Œ 0
Slang Playground Interactive playground for experimenting with Slang shading language. Write, compile, and visualize shader code in real-time.

Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU?

try.shader-slang.org

You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!

21.11.2024 16:01 β€” πŸ‘ 84    πŸ” 27    πŸ’¬ 1    πŸ“Œ 2
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Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA The Khronos Group has announced the launch of the new Slangℒ…

Khronos will oversee the open-source Slang shading language and compiler www.khronos.org/news/press/k...
This is big. Slang is cross-platform, backward-compatible, and trivial to port to. It supports differentiation/gradient computation as the first-class citizen, allowing to merge ML and graphics.

21.11.2024 16:19 β€” πŸ‘ 58    πŸ” 17    πŸ’¬ 1    πŸ“Œ 1
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SIGGRAPH Asia in two weeks, first paper thread on πŸ¦‹!
πŸŽ“ 1/3 Controlmat, a diffusion model for material acquisition.
gvecchio.com/controlmat/

Given an image we generate a corresponding tileable, high-resolution relightable material!

20.11.2024 16:38 β€” πŸ‘ 36    πŸ” 10    πŸ’¬ 2    πŸ“Œ 0

Created a starter pack for researchers working in inverse graphics, 3D vision, and geometry processing.

Would love your help to expand this list!

go.bsky.app/9uEdjzb

18.11.2024 14:43 β€” πŸ‘ 28    πŸ” 4    πŸ’¬ 0    πŸ“Œ 1

Is there a way to bookmark posts?

20.11.2024 02:37 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0

It would be amazing to see the computer graphics community engage on Bluesky, so here's a starter pack for those who might be interested in joining in:

go.bsky.app/K8ZL1kq

20.11.2024 00:54 β€” πŸ‘ 30    πŸ” 5    πŸ’¬ 3    πŸ“Œ 0
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I've found a box of copies of my Deep Learning book nostarch.com/deep-learnin.... I'll ship one to the first 12 people who ask (via DM) & are willing to cover $11 postage. Rules: 1) US only (sorry, it's an expensive hassle otherwise) 2) You PayPal me the $ before I ship- I'll DM back w/ the details

19.11.2024 22:53 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

It seems a lot of graphics and AI folks are moving over to Bluesky.

Since Threads has unfortunately, become just another doom scrolling machine, I hope this is the time we can ditch X for good.

19.11.2024 23:28 β€” πŸ‘ 40    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0
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Still one of the most accessible explanations of the rendering equation out there

18.11.2024 20:26 β€” πŸ‘ 144    πŸ” 31    πŸ’¬ 1    πŸ“Œ 0