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Posts by Marco Salvi
Couldn't be prouder of my intern @bingxxu.bsky.social
for leading this work! 🚀
It took immense persistence to turn the initial hunch, that an attention mechanism could model long-range interactions in light transport, into a robust, working system. Huge congrats to the entire team! 🎉
Full replay of the NVIDIA GDC 2025 opening presentation by John Spitzer. Great watch for anyone interested the future of game tech and RTX!👍 www.youtube.com/watch?v=c7PA...
To the world:
We are fighting back. Our movement has been silenced by the media here—but we are not backing down. This is what our streets looked like across multiple cities. Tomorrow, there will be more of us! Raise a glass to freedom.
—With love,
Your American allies.
Adult in the (cabinet) room:
I’ve never seen so many fools (including billionaire sycophants..) telling us we don’t get it and that it is all for our own good.
Sites like google scholar could plausibly improve collaboration by implementing randomized ordering for equal co-authors. Would be pretty cool.
zeamoxwang.github.io/HotSpot-CVPR...
My student Zimo/Cheng's recent work tackles this problem! A lot of recent neural "SDF" optimizers use losses that, even when perfectly minimized, still don't result in actual signed distance fields. Our loss guarantees convergence to distance when minimized.
White House says no one will be fired over the Signal scandal because no one involved was trying to cure cancer.
DLSS 3 vs DLSS 4 with GeForce RTX in Assassin's Creed Shadows using DLSS Overrides. The image quality improvement is massive! 🤩
Some highlights from a really compelling overview talk by @lukasheinrich.com this morning at #ML4PS at @neuripsconf.bsky.social -- reflecting on the future of ML for physics, including the importance of multi-modality and when/how to impose our scientific intuitions onto our models.
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
we've been busy working on 3d world generation at world labs the past few months
today we're sharing an early preview of our technology
check out some interactive results on our website -- worldlabs.ai/blog
Differentiable physically-based rendering has fascinating applications outside of traditional computer graphics. This collaboration between the RGL and LAPD groups at EPFL co-led by Baptiste Nicolet and Felix Wechsler demonstrates how to use it to create complex 3D prints very quickly.
Screenshot of Slang x WebGPU README on GitHub (where the link in the post points)
Sharing a starter setup for using @shader-slang.bsky.social with #WebGPU in C++ with #CMake, either for native or web targets. 🔹 Uses the #reflection API to auto-generate boilerplate code! ✨
👉 github.com/eliemichel/S...
Very happy to take feedback about what's good and bad in this demo! More⤵️ 1/8
Following over 1.5 years of hard work (w/@njroussel.bsky.social &@rtabbara.bsky.social), we just released a brand-new version of Dr.Jit (v1.0), my lab's differentiable rendering compiler along with an updated Mitsuba (v3.6). The list of changes is insanely long—here is what we're most excited about🧵
A table of contents for GPU Zen 3, Chapter 7: The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077
GPU Zen 3 is out!
I want to draw attention to the 96(!) page article I was a small part of detailing all the work from tooth-to-tail we put into making ray tracing a reality in Cyberpunk 2077. It is exhaustive and should be a reference for anyone looking to make RTX a reality in their own engines.
My team RGL is looking for new PhD students starting 2025. If you are excited about topics like inverse rendering, compilers for graphics, and physically based modeling then please join us at EPFL. Info about the lab & admission process: rgl.epfl.ch/pages/jobs (Deadline: Dec 15)
Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU?
try.shader-slang.org
You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!
Khronos will oversee the open-source Slang shading language and compiler www.khronos.org/news/press/k...
This is big. Slang is cross-platform, backward-compatible, and trivial to port to. It supports differentiation/gradient computation as the first-class citizen, allowing to merge ML and graphics.
SIGGRAPH Asia in two weeks, first paper thread on 🦋!
🎓 1/3 Controlmat, a diffusion model for material acquisition.
gvecchio.com/controlmat/
Given an image we generate a corresponding tileable, high-resolution relightable material!
Created a starter pack for researchers working in inverse graphics, 3D vision, and geometry processing.
Would love your help to expand this list!
go.bsky.app/9uEdjzb
Is there a way to bookmark posts?
It would be amazing to see the computer graphics community engage on Bluesky, so here's a starter pack for those who might be interested in joining in:
go.bsky.app/K8ZL1kq
I've found a box of copies of my Deep Learning book nostarch.com/deep-learnin.... I'll ship one to the first 12 people who ask (via DM) & are willing to cover $11 postage. Rules: 1) US only (sorry, it's an expensive hassle otherwise) 2) You PayPal me the $ before I ship- I'll DM back w/ the details
It seems a lot of graphics and AI folks are moving over to Bluesky.
Since Threads has unfortunately, become just another doom scrolling machine, I hope this is the time we can ditch X for good.
Still one of the most accessible explanations of the rendering equation out there