I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
Posts by Navonil (Neil) Mukherjee
So... instead of doing anything useful today... I made Blender VSE timeline run Doom. www.youtube.com/watch?v=Y2iD...
Ah this is neat! An open source library for accurately simulating colour mixing in pigments scrtwpns.com/mixbox/
Video below from the author explaining how/why every digital painting app gets this wrong by mixing colours additively, like lights
I am privileged to have sat down with @jimkjellin.bsky.social and Andreas Larsson from Machine Games and @geforce-jacobf.bsky.social to talk about the tech behind Indiana Jones and The Great Circle on PC. How was full RT integrated? RTGI? A lot of awesome info here! Enjoy!
youtu.be/k2SBZSm2mOw?...
I've never seen a more polished paper teaser video than this one. The 3D Gaussians even cast shadows!
fnzhan.com/Evolutive-Re...
In Filament we use a technique similar to Doom's (the linked comment should interest you). We only allow one layer of refraction however for performance reasons. Refractive objects neither opaque nor transparent, we just draw them between those passes.
github.com/google/filam...
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
I built a basic compute raytracer in Unity to test and play with @jbikker.bsky.social's tinybvh. I think it's a good example of utilizing the library as well as a decent starting point for anyone interested in building a wavefront pathtracer in Unity.
github.com/andr3wmac/un...
So Disney Animation has this awesome interactive page that describes at a high level how we make our movies, and now that Moana 2 is out in theaters today, the page has been updated with Moana 2 stuff. Check it out!
disneyanimation.com/process
A while ago I did a writeup on some interesting observations I've made with regards to the Jacobi method, in particular for numerically solving the Poisson equation.
It's not too flashy, but you might find it interesting. Fancy recurrence relations inside!
gist.github.com/vassvik/4044...
#math
Faced this exact same issue except I needed the 2021 version. Super annoying 🙄
My latest article is about one of my favorite techniques in graphics - Müller's method of Polar Decomposition.
It also details some variations, including one which is ~2x faster to compute with more regular convergence.
theorangeduck.com/page/variati...
Do share your findings! We could use your advice 😄
Lumen + HDR = 😍
I cannot tell you how much work this was. I hope everyone enjoys it. There's some insane stuff in here.
Half-Life 2: 20th Anniversary Documentary
youtu.be/YCjNT9qGjh4
For those who missed this post on the-network-that-is-not-to-be-named, I made public my "secrets" for writing a good CVPR paper (or any scientific paper). I've compiled these tips of many years. It's long but hopefully it helps people write better papers. perceiving-systems.blog/en/post/writ...
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation..., they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupa...
Essential learning: intro-to-restir.cwyman.org
Congrats, Joey! 🙌
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed.
github.com/redorav/hlslpp
Short but interesting presentation on reading and understanding AMD GPU (GCN) ISA: slides drive.google.com/file/d/1O9yT..., recording youtube.com/watch?v=HYrs.... References CUDA but most of it is applicable to normal shaders as well
Some details about the great strand hair tech used in Dragon Age: Veilguard. A 6.5ms budget for hair rendering is very impressive! www.ea.com/technology//...
Whoa!! Thank you 🙏
Absolutely huge list of (mostly) graphics related resources, not all links are still active but you're bound to find something interesting in there tfpsly.free.fr/bookmarks.html
A Shadertoy-like tutorial framework for workgraphs, focusing on the GPU implementation and hiding the CPU-side setup. gpuopen.com/learn/work-g...
Homegrown pretty pixels! 🤩🤩
New in tiny_bvh.h today:
- 4/8-wide BVH layout
- Conversion (collapse) from BVH2 to BVH4/8, Wald-style
- Basic intersect functions for both layouts.
BVH4 will primarily feed a fast OpenCL intersection function, but the CPU may also benefit. BVH8 will be used for CWBVH.
github.com/jbikker/tiny...
This is a great presentation of the journey to use ML to improve GI in a shipped game. This is exactly the kind of NN applications that I find appealing, small NNs to improve specific parts of rendering systems. advances.realtimerendering.com/s2024/conten...