Looking for a fast method to render your large-scale game components?
Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
@SebAaltonen@eric_heitz@I3DCONF We are preparing a minimal code sample to go along the presentation. We can't provide a universal tool directly because it is so dependant on the specific use case, but we'll show an example of a simple one in Unity as a guide :)
This looks super promising. I am definitely taking a hard look at their findings. And their code has no external dependencies to big AI frameworks. I like that a lot :)
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies.
Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can find it here, hope you find it useful: https://t.co/4hINmaWFo5
Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023.
@thomasdeliot and @_Laurent won the 1st place with their real-time glints
Jonathan Dupuy and @Auzaiffe
won the 2nd place with their GGX VNDF sampling
https://t.co/4v5L9aZrqg
I am pleased to share our #EGSR2023 paper with P. Barla and G. Guennebaud: A new method to do spectral upsampling that permits to explore metamers of a given color: https://t.co/whdKuwMHhS
It allows to design interesting spectra, such as the Usambara effect. 1/5
Pleased to announce our #HPG2023 paper w/@_Laurent on real-time glints:
https://t.co/EqHDwtDSaj
We improve the SOTA by introducing a correct blending operator and 1.5-5x performance improvement by natively handling anisotropic footprints at a fixed cost:
https://t.co/oOxbQE2Uqf
Did you know you could importance sample the GGX BRDF using spherical caps?
Our latest paper shows how and leads to an even simpler and faster algorithm than that of @eric_heitz.
Check it out online: https://t.co/iMqYXSyVbT
Slides for the #rtradvances@siggraph 2022 Bisection-Based Triangulation of Catmull-Clark subvision by Jonathan Dupuy and @thomasdeliot from @UnityLabs
have been posted on https://t.co/vQDPGHIDGZ - enjoy!
The program for #rtradvances for @siggraph 2022 is online! https://t.co/a3YHUMPlsw - lots of great talks this year again! (adding specifics in the thread)
SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering" by @thomasdeliot, Jonathan Dupuy, @Lumonix and Xiaoling Yao: https://t.co/UdlK2pXqOv
#unity3d
Happy to share a little project I've worked on with Pascal Barla and @drpaca. We asked ourselves how we could correct and linearize a material model's parameterization. 1/3
Slides for Advances in Real-Time Rendering Part I are posted: https://t.co/xBJKtAQkCw @siggraph#rtradvances for the talks on FidelityFX, CBT Tessellation, Nanite pipeline and @CallofDuty Large-Scale Global Illumination
New Post: Visibility Buffer Rendering with Material Graphs. If you have a thing for visibility rendering, analytic partial derivatives, and quad utilization than this one is for you. https://t.co/FXatF9UxzV