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Posts by Bert Van den Bosch

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1 week ago 8764 1237 359 120

Do you have a reference for the compute cascade method? I would consider a more ‘brute-force’ approach using the entire view frustum and scene object bounds list instead of a depth pre pass and reduce dependency..

3 weeks ago 1 0 1 0

Nice work Xander! Did you measure any noticable differences between cpu and gpu cascades? I imagine you have a GPU persistent scene and dont do any cpu culling?

3 weeks ago 1 0 1 0
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I've been working on comparing 3 Direct Shadow Techniques.

1) CPU Cascade's
2) Compute Cascade's:
Calculating the cascades based on the current depth.
3) Using RayTracing

3 weeks ago 8 1 2 0

I am losing it at how many of my peers have forgotten what software engineering is. It is not typing in lines of code.

2 months ago 87 15 14 2

What's the measurable difference in performance compared to the full shader pipeline overhead? I read on a Qualcomm page their mobile gpu's also offer a hardware path when using the blit command.

3 months ago 1 0 1 0
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Today I spotted a wild environment map in its natural habitat. It had texture compression artifacts and everything!

4 months ago 127 14 4 0
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

4 months ago 249 76 9 1

How are you drawing these beautiful graphs? Is this a standard imgui panel or something custom?

4 months ago 0 0 1 0
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Wait you just implemented all this without any resources 🫨👽

5 months ago 2 1 1 0

Nice strategy! Any good resources to get started in spherical harmonics radiance encoding? Been pushing that subject of for too long now!

5 months ago 3 1 1 0

Very impressive work to get it done within that timespan! Did you get access to the PS sdk trough the uni?

9 months ago 1 0 1 0
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Temporal Super Resolution via Multisampling Is anyone using temporal reprojection to improve MSAA?

Here's the follow up post on using Temporal Super Resolution with 4x MSAA. Still getting used to posting here, but better late than never. This one turned a little better than expected, and the balanced sampling was a happy accident with the jitter pattern. filmicworlds.com/blog/tempora...

11 months ago 69 14 0 0

The world is pretty rubbish right now, but the weather is nice enough that I can eat lunch in the garden, so thats something.

1 year ago 20 1 1 0
Massive Crowd on Assassin's Creed Unity: AI Recycling
Massive Crowd on Assassin's Creed Unity: AI Recycling YouTube video by GDC 2025

They did an insane job on the crowd + city rendering tech! Found this talk about the giant crowds www.youtube.com/watch?v=Rz2c... and then there is obviously the famous siggraph 2015 by @sebaaltonen.bsky.social on their gpu driven rendering tech advances.realtimerendering.com/s2015/aalton...

1 year ago 1 0 0 0

Awesome!

1 year ago 1 0 0 0
GPU driven rendering in AnKi 3D Engine
GPU driven rendering in AnKi 3D Engine YouTube video by Panagiotis Christopoulos Charitos

This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...

1 year ago 9 5 1 0
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024 YouTube video by Unreal Engine

Fantastic talk by @warheart.bsky.social on optimizations and improvements to UE's renderer. Excellent insights and results to learn from! www.youtube.com/watch?v=WGv_...

1 year ago 31 5 0 0