Markus Worchel
mworchel.bsky.social
Markus Worchel
@mworchel.bsky.social
Computer Graphics PhD student at TU Berlin.
(differentiable) rendering, inverse graphics, GPGPU

mworchel.github.io
Reposted by Markus Worchel
Please meet @afectivo.bsky.social . This is a new firm my partner and I are starting in Madrid, Spain. For now we are doing consulting work (in audio and outside of audio), but we have other exciting technology projects and initiatives in the pipeline we hope to be announcing in the coming months.
October 21, 2025 at 7:06 AM
Thanks!
September 11, 2025 at 7:31 PM
Beautiful project! Do you have any recommendations for literature on relativistic ray tracing (and practical implementations)?
September 11, 2025 at 11:35 AM
Depends on the community you're looking for. I'm happy with the number of 'graphics researchers and programmers' here on Bluesky. I don't feel like I'm really missing out on anything since leaving twitter.
September 3, 2025 at 1:34 PM
I found this to be a great reference: github.com/rgl-epfl/cho...
The kernels are precompiled to PTX and shipped with the PyPI package. On the user machine, they are JIT compiled using the CUDA driver API (dynamically loaded). However, this doesn't link any library, so might not be what you need.
GitHub - rgl-epfl/cholespy: An easily integrable Cholesky solver on CPU and GPU
An easily integrable Cholesky solver on CPU and GPU - rgl-epfl/cholespy
github.com
August 18, 2025 at 4:13 PM
August 12, 2025 at 7:27 PM
This is joint work between the computer graphics and audio communication groups at TU Berlin, with @ugoalone.bsky.social, @tjueterb.bsky.social, Daniel Wujecki, Fabian Brinkmann, Stefan Weinzierl, and Marc Alexa.
August 12, 2025 at 7:27 PM
We extend Radiative Backpropagation (by @merlin.ninja)/Path Replay Backpropagation (by @deliovicini.bsky.social), to time-dependent energy transport, enabling backpropagation in linear-time with constant-memory. Despite simulating time-dependent functions, we only need one additional scalar per ray!
August 12, 2025 at 7:27 PM
Our key observation is that this duality between acoustics and graphics lets us apply concepts from physically-based differentiable rendering to acoustics, enabling gradient-based optimization of acoustic objectives.
August 12, 2025 at 7:27 PM
The simulations assume that energy travels along rays and even the rendering equation is the same as in graphics! Almost, at least. Time is an additional parameter, because sound cannot be assumed to travel instantaneously.
August 12, 2025 at 7:27 PM
Room acoustics design, for example of concert halls, is currently a time-consuming process: engineers often semi-manually tweak a room's geometry and materials in long simulation loops to improve characteristics like clarity.
August 12, 2025 at 7:27 PM
Feel free to reach out to me at the conference or via mail.

Special thanks to @wjakob.bsky.social for his valuable feedback and for giving us the historical context for the original papers.

Paper: diglib.eg.org/items/67d3e0...
Code: github.com/mworchel/mit... (hopefully soon in Mitsuba 3)

3/3
GitHub - mworchel/mitsuba-missing-term
Contribute to mworchel/mitsuba-missing-term development by creating an account on GitHub.
github.com
June 25, 2025 at 8:25 AM
The reason lies deeper in the theory of radiative backpropagation (RB), the technique underlying these integrators: it was derived under the assumption of static geometry. We extend this theory to non-static geometry and show how the simplicity of RB can be retained in this case. 2/3
June 25, 2025 at 8:25 AM