Kate Ferris
@kferris.bsky.social
computer pixels & perf
art, books & writing, clothes...
wip person
art, books & writing, clothes...
wip person
Reposted by Kate Ferris
Reposted by Kate Ferris
Methods like NeRF and Gaussian Splats model the world as radioactive fog, rendered using alpha blending. This produces great results.. but are volumes the only way to get there?🤔 Our new SIGGRAPH'25 paper directly reconstructs surfaces without heuristics or regularizers.
August 7, 2025 at 12:21 PM
Methods like NeRF and Gaussian Splats model the world as radioactive fog, rendered using alpha blending. This produces great results.. but are volumes the only way to get there?🤔 Our new SIGGRAPH'25 paper directly reconstructs surfaces without heuristics or regularizers.
Reposted by Kate Ferris
my first successful implementation of importance sampling - traced emission spectra taken as input PDFs, compute CDF and then iCDF via projection of 2d points along the graph... upload the result to the GPU as a texture with linear filtering and sample with a random number 0..1
this is HP sodium
this is HP sodium
August 4, 2025 at 9:36 PM
my first successful implementation of importance sampling - traced emission spectra taken as input PDFs, compute CDF and then iCDF via projection of 2d points along the graph... upload the result to the GPU as a texture with linear filtering and sample with a random number 0..1
this is HP sodium
this is HP sodium
Reposted by Kate Ferris
base SDF, displaced, then with materials
July 18, 2025 at 4:32 PM
base SDF, displaced, then with materials
Reposted by Kate Ferris
Daily bunny no.3022 is playin' with the boys
July 21, 2025 at 2:51 AM
Daily bunny no.3022 is playin' with the boys
Reposted by Kate Ferris
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.
www.youtube.com/watch?v=T1tX...
www.youtube.com/watch?v=T1tX...
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
www.youtube.com
July 19, 2025 at 4:27 PM
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.
www.youtube.com/watch?v=T1tX...
www.youtube.com/watch?v=T1tX...
Reposted by Kate Ferris
I’m sorry but this is fucking sick.
July 14, 2025 at 7:04 AM
I’m sorry but this is fucking sick.
Reposted by Kate Ferris
messing with this again, converted to a forward approach... it's more efficient at resolving the caustics, but I haven't figured out what to do for the artifacts where it clips in bright areas and the aliasing patterns that happen near the refractive surfaces... something to do with the line drawing
July 10, 2025 at 8:57 AM
messing with this again, converted to a forward approach... it's more efficient at resolving the caustics, but I haven't figured out what to do for the artifacts where it clips in bright areas and the aliasing patterns that happen near the refractive surfaces... something to do with the line drawing
Reposted by Kate Ferris
Little update on my renderer Seraph. 🧵
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
July 10, 2025 at 12:33 PM
Little update on my renderer Seraph. 🧵
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.
Reposted by Kate Ferris
*chef's kiss* (arxiv.org/abs/2506.08872)
June 17, 2025 at 10:53 PM
*chef's kiss* (arxiv.org/abs/2506.08872)
Reposted by Kate Ferris
🐊 It is world croc day! 🐊
June 17, 2025 at 10:35 PM
🐊 It is world croc day! 🐊
Reposted by Kate Ferris
Reposted by Kate Ferris
February 15, 2025 at 9:49 AM
Reposted by Kate Ferris
Over the last two winters, I have had some fun with creating ice abstracts in my yard and then photographing them--a little collaboration with nature. Here are a few recent favorites.
You can read a little more about the process and see more photos here: smallscenes.com/blog/backyar...
You can read a little more about the process and see more photos here: smallscenes.com/blog/backyar...
January 31, 2025 at 6:35 PM
Over the last two winters, I have had some fun with creating ice abstracts in my yard and then photographing them--a little collaboration with nature. Here are a few recent favorites.
You can read a little more about the process and see more photos here: smallscenes.com/blog/backyar...
You can read a little more about the process and see more photos here: smallscenes.com/blog/backyar...
Reposted by Kate Ferris
I got up close with a Portuguese man-o-war and my god these animals are shockingly beautiful.
May 3, 2023 at 11:08 PM
I got up close with a Portuguese man-o-war and my god these animals are shockingly beautiful.
Reposted by Kate Ferris
Reposted by Kate Ferris
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
June 14, 2025 at 5:26 PM
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
Reposted by Kate Ferris
Sphere surface partitioning
June 14, 2025 at 8:38 PM
Sphere surface partitioning
Reposted by Kate Ferris
June 14, 2025 at 2:19 AM
Reposted by Kate Ferris
June 13, 2025 at 11:56 AM
Reposted by Kate Ferris
Continuing my crossbreed series, have some bulbies 🌱🌿🍀
June 11, 2025 at 8:43 PM
Continuing my crossbreed series, have some bulbies 🌱🌿🍀
Reposted by Kate Ferris
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
github.com/mxcop/src-dgi
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
github.com/mxcop/src-dgi