Duarte David
duartedavid.bsky.social
Duarte David
@duartedavid.bsky.social
Raytracers are my "hello world"s

he/him
Reposted by Duarte David
My blog post about how software rendered depth based occlusion culling in Block Game functions is out now! enikofox.com/posts/softwa...

#GameDev #ProcGen 🎮
Software occlusion culling in Block Game
My GPU is the integrated Radeon Vega 8 that comes with my AMD Ryzen 7 5700G CPU. I tell you this so you know that my workstation is not a graphical computing powerhouse. It is, in fact, quite weak. To...
enikofox.com
January 16, 2026 at 10:10 PM
Reposted by Duarte David
Subway Incident by 0b5vr
4KB Executable Graphics
Appeared in Operator Digitalfest 2026

www.pouet.net/prod.php?whi...
www.shadertoy.com/view/lcV3RW
January 17, 2026 at 9:34 AM
Reposted by Duarte David
Sure. AI companies have ALWAYS been training their models on Wikipedia content, which under the free and open access model is available to anyone — including AI companies. Agreements like these require AI companies to limit and offset the strain they place on Wikimedia infrastructure.
Hoping that @molly.wiki can help explain.
Wikimedia Foundation announces new AI partnerships with Amazon, Meta, Microsoft, Perplexity and others
January 15, 2026 at 6:47 PM
Reposted by Duarte David
I am teaching a Computer Graphics class this semester where I am going to pair technical readings with STS-type readings. The students are evaluated on both.
January 12, 2026 at 11:54 PM
Reposted by Duarte David
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
jcgt.org
January 12, 2026 at 10:48 PM
Reposted by Duarte David
Fascinating! It's taken 40 years, but a group have found a faster shortest path technique than Dijkstra’s algorithm!

#gamedev #indiedev #gamemaker #gamedevelopment

www.quantamagazine.org/new-method-i...
New Method Is the Fastest Way To Find the Best Routes | Quanta Magazine
A canonical problem in computer science is to find the shortest route to every point in a network. A new approach beats the classic algorithm taught in textbooks.
www.quantamagazine.org
January 11, 2026 at 8:27 PM
Reposted by Duarte David
cseweb.ucsd.edu/~tzli/novelt...
I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
cseweb.ucsd.edu
January 9, 2026 at 5:21 PM
Reposted by Duarte David
I've prepared a little blog post discussing the ideas behind the new Smooth Walking Mode we developed for UE's Mover plugin. This Movement Mode is also used in the new UE 5.8 GASP release!

theorangeduck.com/page/new-mov...
January 7, 2026 at 5:44 PM
Reposted by Duarte David
Smart use of AI !
How I used AI in 2025, step-by-step tutorial:
January 4, 2026 at 4:58 PM
Reposted by Duarte David
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

irradiance.ca/posts/micros...
December 20, 2025 at 9:31 PM
Reposted by Duarte David
The final story in our music series is live!
How Simogo built Sayonara Wild Hearts' best stage
We talk with four members of the team about how "Begin Again" came about, why it took them a year to finish it, and the challenges of building something new.
www.designroom.site
December 19, 2025 at 6:09 PM
Reposted by Duarte David
Super happy and honored to share that our paper "BSP-OT: Sparse transport plans between discrete measures in log-linear time" won a *Best paper award* at SIGGRAPH Asia 2025!

If you are here, come see my presentation about this work Wednesday afternoon!

Many thanks to the award committee!
December 15, 2025 at 3:31 AM
Reposted by Duarte David
Giving a presentation of our work on Lagrangian topological optimization with Charles Dapogny and Edouard Oudet at the Inria-LJLL seminar:

project.inria.fr/rencontreslj...

preprint here: arxiv.org/abs/2409.07873
December 15, 2025 at 8:08 AM
Reposted by Duarte David
Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering.
Project Page: graphics.cs.utah.edu/research/pro...

@daqilin.bsky.social @tizian.bsky.social
December 14, 2025 at 10:12 PM
Reposted by Duarte David
My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
www.youtube.com
August 4, 2025 at 3:54 AM
Reposted by Duarte David
Posting an older article on "Probability Theory for Physically Based Rendering", using tomorrow's #thisisigad Graphics Guild lecture as an excuse:
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.
December 11, 2025 at 8:35 PM
Reposted by Duarte David
After years (!) of work, Directional 3.0 (avaxman.github.io/Directional/) is finally released!
December 9, 2025 at 8:55 PM
Reposted by Duarte David
After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
December 8, 2025 at 4:56 PM
Reposted by Duarte David
i actually made a talk about them
www.youtube.com/watch?v=INgS...
Bsides TLL2025 - Lyra Rebane (Committing CSS Crimes for fun and profit)
YouTube video by BSides Tallinn
www.youtube.com
December 5, 2025 at 8:05 AM
Reposted by Duarte David
I realize “Don’t suppress the wiggles! They’re trying to tell you something!” means something very different for me than most people.

It comes from one of those insightful papers where the idea would have stuck with me regardless, but the lede is such perfect writing it really anchors in my memory
November 26, 2025 at 6:10 PM
Reposted by Duarte David
The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.

More details in the 'Volunteering' section of the home page.
Graphics Replicability Stamp Initiative
www.replicabilitystamp.org
November 21, 2025 at 12:16 PM
Reposted by Duarte David
I'm just saying - the promise of C1 and sometimes C2 is... not actually true in general, and it's a giant pain in the arse to make it true. That's my experience anyway.
November 12, 2025 at 8:53 AM
Reposted by Duarte David
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
Reposted by Duarte David
learned today that boost.polygon has no dependencies on the rest of boost, and it can do a 2D Voronoi diagram for line segments, which means it can be used to find the max-inscribed circle of a polygon (which is much harder than min-containing circle!). And it's quite fast, too.
October 11, 2025 at 4:02 PM
Reposted by Duarte David
Computing the exact bijection of the optimal transport (OT) problem between very large point sets is completely untractable…

In our SIGGRAPH Asia 2025 paper: “BSP-OT: Sparse transport plans between discrete measures in log-linear time” we get one with typically 1% of error in a few seconds on CPU!
October 1, 2025 at 1:55 PM