Been wanting to implement that fast GGX-based convolution for glossy reflection probes for quite a while and finally made some time for it:) research.activision.com/publ…
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/Spectra…
An alternative approach to distant light sampling for GT-VBAO that is designed to efficiently evaluate distant light functions build from spherical caps of constant colors: shadertoy.com/view/3Xfyz8
When you design data structures, always think in cache lines (64B or 128B). You don't want to have tiny nodes scattered around the memory. Often it's better to have wider nodes (preferably 1 cache line each) and shallower structures. Less pointer/offset indirections.
HairGS: Hair Strand Reconstruction based on 3D Gaussian Splatting (#BMVC2025) 📢
We reconstruct realistic 3D hair strands from multi-view images in ~1 hour. Results show robustness to a wide range of hair styles such as challenging curly hair.
Project: yimin-pan.github.io/hair-gs/
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" piped.video/watch?v=wXSJUjgI…
wave_tracer 0.1 released.
wavetracer.dev
wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
This is an early alpha release.
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and ...
@JarkkoPFC was talking about our lighting solution at SIGGRAPH last night (yesterday in USA). UE5 team was also talking about their Megalights tech. Going to be interesting to compare the technologies.
Implementation of the paper "Real-Time Rendering of Glinty Appearances using Distributed Binomial Laws on Anisotropic Grids". github.com/WeakKnight/Glints…
I made an overview of all the great performance improvements for UE 5.6.
Lumen HWRT for 60hz, GPU Profiler 2.0, Renderer Parallelization, Massive world streaming improvements, Insights, there is a lot of great stuff to explore!
New at #SIGGRAPH2025:
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesigns/S…
My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. piped.video/watch?v=Kvsvd67X…
This detailed blog post on ocean simulation recently surfaced in the Spartan Engine Discord server, thought I’d share it here.
gikster.dev/posts/Ocean-Simu…
First bits of Nanite Foliage in UE5-Main today including Voxel distance representations, some quick testing the perf increase in my scene is insane, 2x fps and looks much more dense too!
62fps -> 119fps
77,376 20 milllion poly trees
#UE5#UnrealEngine#NaniteFoliage