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Sample Decorrelation in BRDF Preconvolution for Image Based Lighting Introduction During my time as a member of the HDRP team at Unity, one of the systems I contributed to was the split-sum approximation-based image-based lighting, more precisely for the Sheen light…

Found and solved a years-old bug in Unity's HDRP IBL system. Turns out using the same sequence for every pixel + a local basis with a singularity leads to visible seams on rough metallic surfaces (who would have thought?).

auzaiffe.wordpress.com/2026/01/10/s...

3 months ago 12 1 0 0
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Advanced Graphics Summit: Cooperative Vectors and Neural Rendering 17th March, 2025 09:30am - 10:30am - Cooperative Vectors is a new feature being added to Direct3D and HLSL. It enables general purpose a...

If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend!

schedule.gdconf.com/session/adva...

1 year ago 1 0 0 0