Arman Uguray
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armansito.bsky.social
Arman Uguray
@armansito.bsky.social
Rendering at  (visionOS - Persona). I do R&D on rendering digital humans. I spend my spare time tracing rays and studying languages.

Formerly vector graphics, shader compilation, and OS development at Google.
Reposted by Arman Uguray
Someone suggested this post from Bart Wronski, which is exactly what im asking about.
Other sources doing similar still welcomed. The more the merrier if there are any others! :)
bartwronski.com/2022/08/31/p...
June 8, 2025 at 7:11 PM
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Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
www.youtube.com
June 3, 2025 at 6:19 PM
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Importance Sampled FAST Noise

Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers

www.youtube.com/watch?v=aFSk...

Also repo: github.com/electronicar...

And published paper: jcgt.org/published/00...
May 27, 2025 at 6:54 PM
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Graphics Programming weekly - Issue 393 - May 25th, 2025 www.jendrikillner.com/post/graphic...
May 26, 2025 at 2:08 PM
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Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...
May 12, 2025 at 1:31 PM
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Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
agraphicsguynotes.com
May 10, 2025 at 12:11 AM
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Graphics Programming weekly - Issue 390 - May 4th, 2025 www.jendrikillner.com/post/graphic...
May 6, 2025 at 2:00 PM
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Graphics Programming weekly - Issue 388 - April 20th, 2025 www.jendrikillner.com/post/graphic...
April 22, 2025 at 1:33 PM
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A former French military base, Vauban is a thriving neighbourhood of 5,500 residents connected to Freiburg town centre by bus and light rail. Built in the late 1990s as a radical experiment in low-car living, it forgoes virtually all on-street parking in favour of active, green, and social spaces. 🧵
April 1, 2025 at 7:03 AM
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So, we wrote a neural net library entirely in LaTeX...
April 1, 2025 at 12:30 PM
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Graphics Programming weekly - Issue 385 - March 30th, 2025 www.jendrikillner.com/post/graphic...
April 1, 2025 at 2:22 PM
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New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
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Graphics Programming weekly - Issue 384 - March 24th, 2025 www.jendrikillner.com/post/graphic...
March 24, 2025 at 2:21 PM
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Ozymandias
March 18, 2025 at 6:20 AM
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New blog post up on the Rust font loader now shipping in Chrome. I only had a small part in this personally but am proud of the team's work. developer.chrome.com/blog/memory-...
Memory safety for web fonts  |  Blog  |  Chrome for Developers
Learn how and why the Chrome team has replaced FreeType with Skrifa.
developer.chrome.com
March 19, 2025 at 3:15 PM
Reposted by Arman Uguray
Here's Bolt3D: fast feed-forward 3D generation from one or many input images. Diffusion means that generated scenes contain lots of interesting structure in unobserved regions. ~6 seconds to generate, renders in real time.

Project page: szymanowiczs.github.io/bolt3d
Arxiv: arxiv.org/abs/2503.14445
March 19, 2025 at 6:37 PM
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Graphics Programming weekly - Issue 383 - March 16th, 2025 www.jendrikillner.com/post/graphic...
March 17, 2025 at 3:43 PM
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Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

svraster.github.io
February 22, 2025 at 11:49 AM
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February 22, 2025 at 10:36 AM
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I just pushed a new paper to arXiv. I realized that a lot of my previous work on robust losses and nerf-y things was dancing around something simpler: a slight tweak to the classic Box-Cox power transform that makes it much more useful and stable. It's this f(x, λ) here:
February 18, 2025 at 6:43 PM
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw
February 15, 2025 at 9:49 AM
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This is a wonderfully deep and accessible post on anti-aliasing with several fun interactive examples. It is ultimately about analytical AA but examines many other types in detail.
blog.frost.kiwi/analytical-a...
AAA - Analytical Anti-Aliasing
How to fix jaggies the analytical way with some juicy secrets
blog.frost.kiwi
February 13, 2025 at 3:08 AM
Reposted by Arman Uguray
After many years of giving talks, I no longer get nervous.

Instead, I'm now nervous when my students give talks!

Fortunately, they do an amazing job.

Here's Mark Gillespie giving an extended talk on a new *harmonic* surface representation:

www.youtube.com/watch?v=9h13...
Ray Tracing Harmonic Functions (Extended Talk)
YouTube video by Mark Gillespie
www.youtube.com
February 11, 2025 at 3:36 PM
Reposted by Arman Uguray
Very nicely produced video on diffusion models.
youtu.be/1pgiu--4W3I
The Breakthrough Behind Modern AI Image Generators | Diffusion Models Part 1
YouTube video by Depth First
youtu.be
February 10, 2025 at 8:05 PM