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Posts by Jakub Boksansky

Details how it was created can be found in the GPU Zen 4 book!

2 weeks ago 0 0 0 0
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GitHub - boksajak/MLPZen Contribute to boksajak/MLPZen development by creating an account on GitHub.

A gentle reminder my MLPZen project is up on GitHub. You get:
- MLP inference and training in standard HLSL, in-line anywhere in your shaders
- 2D and 3D Hash-grid
- Adam optimizer
- Dx12 sample app
- Link: github.com/boksajak/MLP...
Looking forward to how people will use this!

2 weeks ago 10 2 1 0

If Aai hallucinator gizmos kill tech like this, I will be infinitely sad

1 month ago 2 0 0 0

Workfls for me now, if ot does not work for you, the paper is also available on arxiv

1 month ago 1 0 0 0
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Love this ray tracing statue 🕺

1 month ago 7 0 1 0

features 4 bounces of light, denoiser, physically-based lighting and 1000FPS

1 month ago 1 0 0 0
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I made a game! Do you like playing your favorite arcades but feel like there's not enough ray tracing?

You can now play my "bin packing" classic with full path tracing.

Open source and free (executables in the bin folder):
github.com/boksajak/Bin...

1 month ago 11 5 2 0
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My MLPZen project comes with a sample showing a simple neural texture compression (NTC). You don't need a complex vendor-locked SDK with proprietary extensions to start experimenting with NTC for your game. This project is pure DirectX 12/HLSL. Github: github.com/boksajak/MLP...

1 month ago 9 5 0 0
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Hot off the press, the GPU Zen 4! You can get yours on Amazon: www.amazon.de/GPU-Zen-Adva...

1 month ago 11 0 0 0
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I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.

Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...

The book is available on Amazon.

2 months ago 38 7 0 0
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Forgot to post it here, but I recently went through @boksajak.bsky.social's great Crash Course in Deep Learning. To make sure I understood everything, I implemented it in Odin.

This straightforward CPU version is very slow as you might expect, but also easy to follow.

github.com/wookie41/odi...

4 months ago 1 1 1 0

With interior? Is there an art gallery inside?

4 months ago 1 0 0 0
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

4 months ago 44 12 0 0
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Publications - AMD GPUOpen Discover our published publications.

See what our research teams have been up to with our latest papers:

📝 Joint Denoising and Upscaling via Multi-branch Network.
📝 Cardioid Caustics Generation with Diffusion Models.
📝 Geometric Integration for Neural Control Variates.

📥 View here: gpuopen.com/learn/public...

5 months ago 17 4 1 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

I love to plqy games with ambient occlusion only 🙉

5 months ago 2 0 1 0

One group is stochastic friendly to ray tracing while the other group is more suited to rasterization pipeline. I agree though that over time, stochastic RT approaches will universally be the high end option

6 months ago 3 0 0 0
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...

6 months ago 66 25 0 0
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I have been coding in C++ for 26 years, but I admit I cannot read what this does 🤨

6 months ago 2 0 1 0
A comparison between AMD Neural Light Sampling and ReSTIR.

A comparison between AMD Neural Light Sampling and ReSTIR.

Get up to speed with our latest advanced graphics research:

📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.

📥 Download the papers: gpuopen.com/learn/public...

6 months ago 35 10 0 0
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Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...

8 months ago 31 8 1 0

I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines!

Classics 😊

9 months ago 5 1 0 0
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I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...

10 months ago 8 2 1 1

I'll buy your book

10 months ago 0 0 0 0

This is the kind of story I needed to hear today 🙂. The power of mexican cuisine 💪

10 months ago 1 0 0 0
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Just a good balance for performance. Feel free to try larger networks, but tou may need to increase number of features per level of the hashgrid as well

10 months ago 0 0 0 0

(1) Yes, we mention that as "clustering" for future work
(2) We could have a fixed MLP serving as a decoder, or non-neural function reading stuff stored on geometry with GATE.

10 months ago 0 0 0 0
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New papers day! Preprints of our „GATE: Geometry-Aware Trained Encoding“ to be presented at HPG and „Neural Visibility Cache for Real-Time Light Sampling“ currently on Arxiv are available here: boksajak.github.io/blog/Preprin... Kudos to co-authors Daniel Meister and Carsten Benthin. Enjoy!

10 months ago 13 3 2 0

Lol, and you need to use the advance lever to move the "film" to the next frame. Perfect for people who want the inconvenience of using film with none of the benefits. I am glad it exists and that I don't have to use it.

10 months ago 0 0 0 0

You're within the order of magnitude of quarter res still. We can agree

10 months ago 2 0 0 0