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Posts by Navonil (Neil) Mukherjee

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MΛX - Surfel Maintenance for Global Illumination A comprehensive explanation of my implementation of Surfel probe maintenance.

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-...

1 year ago 116 31 1 0
Doom running in Blender Video Sequence Editor timeline
Doom running in Blender Video Sequence Editor timeline YouTube video by Aras Pranckevičius

So... instead of doing anything useful today... I made Blender VSE timeline run Doom. www.youtube.com/watch?v=Y2iD...

1 year ago 63 19 2 0
Talk - Practical Pigment Mixing for Digital Painting
Talk - Practical Pigment Mixing for Digital Painting YouTube video by Secret Weapons

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

1 year ago 102 26 5 4
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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?...

1 year ago 238 21 10 0
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I've never seen a more polished paper teaser video than this one. The 3D Gaussians even cast shadows!
fnzhan.com/Evolutive-Re...

1 year ago 62 11 1 0

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...

1 year ago 9 3 1 0
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Refracting Pixels | Froyok - Léna Piquet What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...

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

1 year ago 223 72 11 1
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GitHub - andr3wmac/unity-tinybvh: An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions. An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions. - andr3wmac/unity-tinybvh

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...

1 year ago 25 7 0 0
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Filmmaking Process - Moana 2 From sequence to shot to frame, explore our studio pipeline.

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

1 year ago 67 17 3 1
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a black background with a few white spots on it Alt: The Jacobi method is typically quite slow and useless in isolation, but it has lot of interesting properties that's useful in other contexts, so it's worth studying.

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

1 year ago 25 5 0 0
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Faced this exact same issue except I needed the 2021 version. Super annoying 🙄

1 year ago 1 0 0 0
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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...

1 year ago 71 16 2 0

Do share your findings! We could use your advice 😄

1 year ago 2 0 0 0
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Lumen + HDR = 😍

1 year ago 5 0 0 0
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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

1 year ago 2173 526 99 73
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Writing a good scientific paper

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...

1 year ago 260 65 4 8

"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...

1 year ago 52 17 0 1
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Essential learning: intro-to-restir.cwyman.org

1 year ago 93 21 1 2

Congrats, Joey! 🙌

1 year ago 1 0 0 0
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GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp

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

1 year ago 53 9 0 0
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2020-06-30 10-00 Rene van Oostrum.pdf

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

1 year ago 19 1 0 0
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering

Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...

1 year ago 77 19 2 1
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Bringing Locks to Life With Strand Hair Technology in Dragon Age: The Veilguard See how Frostbite and BioWare took Strand Hair tech to the next level, simulating up to 50,000 individual strands for over 100 hairstyles in Dragon Age: The Veilguard.

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//...

1 year ago 52 19 1 1

Whoa!! Thank you 🙏

1 year ago 0 0 0 0
Technical links

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

1 year ago 57 20 2 1
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Work Graph Playground: a learning framework for GPU Work Graphs Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.

A Shadertoy-like tutorial framework for workgraphs, focusing on the GPU implementation and hiding the CPU-side setup. gpuopen.com/learn/work-g...

1 year ago 37 6 0 0

Homegrown pretty pixels! 🤩🤩

1 year ago 2 0 0 0
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GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library. Single-header BVH construction and traversal library. - jbikker/tinybvh

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...

1 year ago 25 5 1 0
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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...

1 year ago 18 5 1 0
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GitHub - portsmouth/EON-diffuse: Source code for the EON rough diffuse BRDF model Source code for the EON rough diffuse BRDF model. Contribute to portsmouth/EON-diffuse development by creating an account on GitHub.

Just learned on 'the other side' that source code for the EON rough diffuse BRDF model has been released on GitHub by Arnold's Jamie Portsmouth:

github.com/portsmouth/E...

1 year ago 25 10 1 0