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Posts by Xander Berten

This is golden!!!

2 days ago 1 0 0 0
Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

2 days ago 257 80 8 2
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Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
mamoniem.com/behind-the-p...

1 week ago 80 23 0 2

Ahaaa interesting, i haven't thought of that, Ill give it a try!

1 week ago 1 0 0 0
Video

Slang autodifferentiation is pretty cool.
Neural BxDF training on the fly :))

1 week ago 0 0 0 0

Thanks!!

I have yet to do some more work before i can make a final conclusion on the timings. (I will probably add a readme with a small report later)

Right now it seems the GPU version is slower due to bad occupancy of the DepthRedcution,

Also yeah no GPU or CPU culling is done at the moment

2 weeks ago 0 0 1 0

If anyone is interested in the source: github.com/XanderBert/E...

2 weeks ago 2 0 0 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

2 weeks ago 8 1 2 0
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Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...

1 month ago 50 15 0 0
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Really cool stuff!

1 month ago 2 0 0 0
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

1 month ago 59 15 3 1
Temporal

Temporal

non-Temporal

non-Temporal

Today i added Temporal Accumulation in my GTAO Implementation.

I used Interleaved Gradient Noise as a low discrepancy noise.
I could practically halve the render time, while still having better results.

Here is a comparison with and without:
it's with 2 hemisphere slices and 4 samples each.

1 month ago 3 0 0 0
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

1 month ago 50 20 0 1

Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...

2 months ago 26 6 0 0
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

๐ŸŽ‡ The essential math
๐ŸŽ‡ Camera setup, intersections, NEE, BVH
๐ŸŽ‡ How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...

2 months ago 31 5 0 0
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I recently read this paper. Interesting idea to use infrared to decompose the lighting terms.

ieeexplore.ieee.org/stamp/stamp....

2 months ago 2 0 0 0
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Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 50 17 1 0
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

3 months ago 74 23 0 0
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Anddd We have NEE and MIS implemented

3 months ago 12 0 0 0
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

3 months ago 53 24 0 1
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I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!

3 months ago 270 52 13 2
Preview
Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/

3 months ago 4 1 0 0
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5 YouTube video by SIGGRAPH Advances in Real-Time Rendering

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.socialโ€ฌ
and @tiagocostav.bsky.socialโ€ฌ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!

3 months ago 62 16 0 0
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-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!

I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. ๐Ÿงต

3 months ago 38 17 2 1
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No Graphics API โ€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. Itโ€™s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

3 months ago 469 192 19 12

What a awesome read!!!!

3 months ago 0 0 0 0
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Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.

4 months ago 21 5 0 0
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Experimenting with this look for the fractals.

1 year ago 17 5 3 0

It's GDS Prague Game Jam!

4 months ago 0 0 0 0
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Game Jam progress :)))

4 months ago 5 0 1 0