Posts by Danny
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:
🎇 The essential math
🎇 Camera setup, intersections, NEE, BVH
🎇 How to accelerate everything with HIPRT
Find it with our papers: gpuopen.com/learn/public...
30MB PDF: gpuopen.com/download/202...
Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.
Newly released VK_EXT_present_timing extension combines two fundamental features:
-The ability to receive timing feedback about previous presentation requests
-The ability to explicitly specify a target presentation time for each request
Learn more: khr.io/1m8
#vulkan
Rust 1.90.0 has been released! ✨🦀
This release makes LLD the default linker on x86-64 linux-gnu and adds `cargo publish --workspace` to publish an entire workspace all at once!
Check out the blog post and release notes for more: blog.rust-lang.org/2025/09/18/R...
Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...
Graphics Programming weekly - Issue 402 - August 3rd, 2025 www.jendrikillner.com/post/graphic...
Nice introduction (or refresher) to PBR: "Physically Based Rendering: Putting Pieces Together", Game Industry Conference 2024 presentation recording www.youtube.com/watch?v=OwyM...
the Marathon alpha released recently and its environments are covered with assets lifted from poster designs i made in 2017.
@bungie.net @marathonthegame.bungie.net
#Raytracing BVH traversal struggles on GPUs due to irregular control flow.
🎇 Our Locally-Subdivided Neural Intersection Function (LSNIF) is an ML-based alternative for optimized #rendering.
👉 Join us at @i3dsymposium.org for our talk!
Learn more: gpuopen.com/learn/using_...
#I3D2025
Godot will soon have specular occlusion from AO and lightmaps which will allow for much better looking reflections in interiors
For me, the fun and joy of making art comes not from the result but from the process of learning/iterating. I don't find that in prompting AI; I suppose some people do and good for them, but for me making art is only fun if I actually go through the process of doing it myself.
This new sample demonstrates how to use the VK_KHR_dynamic_rendering_local_read extension in conjunction with the VK_KHR_dynamic_rendering extension. This combination can replace core render and subpasses.
github.com/KhronosGroup...
screenshot of a retro gameart cathedral interior
screenshot of a retro gameart cathedral interior
screenshot of a retro gameart cathedral exterior, the floating spires of the under section
screenshot of a retro gameart cathedral, the front spires and main door
before I forget, here's some art I made in Quake
Interesting blog post about the 2 year process of rewriting fish-shell in #Rust. Gradually replacing C++ components with Rust versions and using various techniques to maintain interoperability while the rewrite was underway.
🧵 1/2
#programming #rustlang #fishshell
Added the ability to watch the rays in my path tracer bounce around as an animation. I'm excited about this more from an education POV, I think it helps explain how path tracing works far more easily than I could describe in words
New blog post: Relativistic Quaternions
I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions.
terathon.com/blog/relativ...
Doctor Warns Of Damaging Effects Child Obesity Having On Mall Santas | Onion Now: Focus
Oh for fuck sake.
ImPlot3D: A 3D Plotting Library for Dear ImGui
github.com/brenocq/impl...
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.
render of a reflective fractal shape in foggy surroundings
I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...
#gamedev #rendering
Graphics Programming weekly - Issue 368 - December 1st, 2024 www.jendrikillner.com/post/graphic...
Playin with lenses in my real-time pathtracer
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.