Senior Software Engineer, Graphics Programming Enthusiast, Bedroom Musician. Bookmarking interesting GFX stuff for future use in the form of retweets and likes
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers!
https://t.co/T5fsPEVx2N
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.
Big thanks to @nmkettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
https://t.co/6c17ODueQL
📢📢📢 "𝐑𝐚𝐝𝐢𝐚𝐧𝐭 𝐅𝐨𝐚𝐦: Real-Time Differentiable Ray Tracing", a mesh-based 3D represention.
https://t.co/wcI6Xj6UHR
https://t.co/JOzRTfkgbl
Co-lead by my PhD students Shrisudhan Govindarajan and Daniel Rebain, and w/ @kwangmoo_yi
I put all of my Ray Tracing Gems chapters in one place where you can download them, extracted from books into separate PDFs: https://t.co/AOGFePRgoG
There is:
1. "Ray Traced Shadows"
2. "Reference Path Tracer"
3. "Refraction Ray Cones"
4. "Many Lights With Grid-based Reservoirs"
I wrote a "Crash Course in Deep Learning" for people (mostly) in computer graphics who want to start with deep learning. The link is: https://t.co/diqkV3bxFX
Have fun!
I spent some time the past couple of weeks having fun with workgraphs and I've put together a quick tutorial on how to start using them using a practical example. https://t.co/s7KaZtngLB
It's finally here.
https://t.co/kGnQwNvwiP
Explains how I learned Vulkan and wrote a small game engine with it in 3 months.
It's huge. Hopefully you'll find it useful. :)
New blog post: Demystifying multiple importance sampling
It is a simple thing that turns out to be confusing to a lot of us rendering engineers. I try to explain it in detail here with path-tracing examples!
https://t.co/KRr42aquvf
Excited to share our Eurographics short paper "Real-time Seamless Object Space Shading"! We do ReSTIR in Object Space which is decoupled from screen space shading, elevating the scalability of your render pipeline. Code: https://t.co/W2NqSEOO44
🎇 🥂 Final blog post of the year! @dbalthazr Explains a whole bunch of tricks he pulled to get our Global Illumination system looking as sweet as it does! https://t.co/EnyPyPV71B
ReSTIR based dynamic diffuse global illumination, discussing ray generation, temporal and spatial reuse, irradiance caching and denoising, good read: https://t.co/zDLykQYD4Z
The OpenPBR repo is now publicly available! A subproject of @MaterialXcg, OpenPBR provides an artist-friendly new open source shading model to bridge the gap from one software package to another. We encourage community input - read more on the blog: https://t.co/wzrCIBMhzt
Presenting: Voxel global illumination demo in three.js (Link in comments)
Uses voxelization in a worker thread, blue-noise powered stochastic sampling, and A-torus denoising to create a realtime GI solution that supports completely dynamic scenes. It runs at 60-80fps (w/out recording software) on an M1 mac!
#threejs #webgl #gi #vxgi
People asked for ReSTIR resources, in addition to the original paper https://t.co/mmjXQe7Jet and "Gentle Introduction" https://t.co/aZBmThFPnF, there're quite a few blog posts: https://t.co/kwdxGzjhyd, https://t.co/EX6hAU3PUH, https://t.co/N47Xq42NlI, https://t.co/zHMdolcWqf 1/2