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Posts by Darius Bouma

A good vs less good denoiser usually means preserving good contact shadows while keeping the image stable. I'd expect a cheap denoiser to more or less aggressively overblur these details. However on flat surfaces the color should more or less be in the same ballpark, which it isn't here.

1 month ago 3 0 0 0

The only thing I'm a bit suspicious about is the fundamental change in lighting conditions at the 2:55 mark. Denoisers do make a difference, however my gut feeling tells me the input data to the denoisers is different there.

1 month ago 7 1 2 0
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...

5 months ago 113 38 1 1
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer

After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...

I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...

6 months ago 29 11 0 0
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

6 months ago 166 55 1 4

Crazy how fast time flies by.. For me personally, the ability to do shader prints and validation once bindless was in place, was probably one of the biggest QOL improvements I could've ever dreamed of 😄

7 months ago 1 0 0 0
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...

7 months ago 152 53 7 3
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Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...

8 months ago 46 8 2 0
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SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...

10 months ago 81 30 1 0
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025 YouTube video by IGN

Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...

10 months ago 210 45 14 2

Congratulations!

11 months ago 0 0 0 0
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Path Tracing a Trillion Triangles This technical deep dive was written by Anton Sochenov, Manu Mathew Thomas, Cristiano Siqueira, Gabor Liktor, and Akshay Jindal as part of their research efforts at Visual Compute and Graphics lab, wi...

Big thanks to Intel Labs for the recognition!
Traverse Research is proud to have helped render 1 trillion triangles with real-time path tracing, and to accelerate ML using the new DPAS op on Intel GPUs.
A thrilling challenge and an incredible collaboration.
community.intel.com/t5/Blogs/Tec...

11 months ago 17 5 0 0

Very impressive! Can't wait to see more details on the tech that was cooked up 👀

11 months ago 0 0 0 0
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The Breda framework 🦀 utilizes feature toggles for the configuration of most systems🏗️. In this video, we take a look at the “ray-traced-reflections” feature toggle 🪩. We use it to enable or disable the reflections in our renderer. First we use the web interface, then the configuration file system.

1 year ago 4 2 0 0
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GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi

I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi

1 year ago 115 19 0 0
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The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction 🏗️. In this video, we select a few textures which are used while rendering our final image.

1 year ago 10 3 0 0

Looking great! Anything in particular that resulted in such a performance uplift?

1 year ago 0 0 1 0
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Bindless rendering — validation With a bindless rendering pipeline in place as covered in the previous blogs bindless setup and templated bindless, we are now faced with…

I've updated links in all of the bindless series post, as well as included a small segment on "we've got bindless resource bounds checking at home!" Buffer bounds checking specifcally was super worth it, as this surfaced quite a few unnoticed bugs.
blog.traverseresearch.nl/bindless-ren...

1 year ago 19 2 0 1

JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...

1 year ago 44 25 0 0

Very nice work!

1 year ago 4 0 0 0
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In case you're looking for the perfect university for 2025/2026:
Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design.
Tuition fee this year is 2530 for EU citizens.
games.buas.nl

1 year ago 38 8 3 0
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GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited

Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj

1 year ago 156 40 5 1
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I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.

drive.google.com/drive/folder...

1 year ago 88 25 1 0
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Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...

1 year ago 97 38 4 1

The first edition of GPC has been absolutely amazing, had a great time listening to talks and meeting awesome folks! Can't wait to see what the second edition will grow to 👀

1 year ago 5 0 0 0
GPU Zen

GPU Zen 3 - Table of Content
gpuzen.blogspot.com

1 year ago 41 19 1 0

Our entire bindless abstraction for both vulkan and dx12 is built on templates, and has been running very stable for quite some time already.

1 year ago 2 0 0 0
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GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021 SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.

Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021

github.com/TheRealMJP/S...

1 year ago 90 23 2 0
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Challenge Photo A Day 2024
October 21
#fmspad

1 year ago 12 3 0 0
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First steps of a workgraph path tracer, already beating a naive pipeline-based path tracer in terms of performance. Still long ways to go before getting in the ballpark of a wavefront PT.
A major painpoint is definitely having to generate nodes due to recursion being a bit limiting.

1 year ago 4 0 0 0