Ever wanted to load a large asset in your GPU path tracer, only to find it doesn't fit in memory? Then check out our #SIGGRAPH2024 paper “N-BVH: Neural ray queries with bounding volume hierarchies” (with Alexander Rath, @exppad, @iliyang, Philipp Slusallek and @boubek)
@remarkablepaper we would like to send our most heartfelt compliments to the people that came up with the line-drawing feature. It is perfectly executed.
You will need to move to Prague but our department is smack in the middle of Prague next to Charles Bridge. The project supervisor is Prof. Alexander Wilkie.
If you're thinking about doing a PhD in rendering, Charles University, Prague has a fully-funded paid position on fluorescent rendering. If this sounds like your kind thing apply in the link below! https://t.co/OMkbURJH3p
Seeing AAA companies releasing early builds of their games is awesome.
It's like Rockstar got pantsed and now other studios are mooning everyone in solidarity.
Neural supersampling methods like @Intel XeSS are already popular in games, while neural denoisers remain too costly.
Our @HPG_Conf 2022 paper, led by @mt_manu, trains a single network with multi-resolution kernel prediction to perform both tasks at once.
https://t.co/I6SbEaYo3U
If you're impatient like me and like your pixels rendered quickly (but not too quick that they don't look pretty), you'll like the Gazebo team at Weta Digital x Unity. We work on a real-time rendering engine used for viewport rendering and we're hiring!
https://t.co/qHn2j46gVd
Metaverse stuff really pisses me off because I was told my entire life that it is “wrong to live in a fantasy world” and that my hobbies and interests were “unhealthy escapism” but as it turns out all they were really mad about was that my imagination wasn’t properly monetized
Has anyone used both Vulkano and ash? Any wisdom from Rustaceans doing GPU work? I'm leaning towards ash because it's closer to the C library I'm used to.