This is golden!!!
Posts by Xander Berten
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done.
gpfault.net/posts/sph.html
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...
Ahaaa interesting, i haven't thought of that, Ill give it a try!
Slang autodifferentiation is pretty cool.
Neural BxDF training on the fly :))
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
If anyone is interested in the source: github.com/XanderBert/E...
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
Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...
Really cool stuff!
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
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.
Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
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:
๐ The essential math
๐ Camera setup, intersections, NEE, BVH
๐ How to accelerate everything with HIPRT
Find it with our papers: gpuopen.com/learn/public...
30MB PDF: gpuopen.com/download/202...
I recently read this paper. Interesting idea to use infrared to decompose the lighting terms.
ieeexplore.ieee.org/stamp/stamp....
Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
Anddd We have NEE and MIS implemented
Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
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!
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.socialโฌ
and @tiagocostav.bsky.socialโฌ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
-- 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. ๐งต
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".
What a awesome read!!!!
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.
Experimenting with this look for the fractals.
It's GDS Prague Game Jam!
Game Jam progress :)))