Reposted by Pablo Delgado
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
momentsingraphics.de/SiggraphAsia...
What I’m working on right now is a Metal backend for gatling. The idea is to use metal-cpp with GLSL shaders, by forking SPIRV-cross to support ray tracing pipelines :) (very WIP)
October 12, 2025 at 1:50 PM
What I’m working on right now is a Metal backend for gatling. The idea is to use metal-cpp with GLSL shaders, by forking SPIRV-cross to support ray tracing pipelines :) (very WIP)
Btw, a few weeks ago I released a small plugin for usdview. It allows inspection of UsdShade networks using a custom Qt node graph. It’s open source, lightweight and simple to install.
October 12, 2025 at 1:36 PM
Btw, a few weeks ago I released a small plugin for usdview. It allows inspection of UsdShade networks using a custom Qt node graph. It’s open source, lightweight and simple to install.
Reposted by Pablo Delgado
Histogram Stratification for Spatio-Temporal Reservoir Sampling
Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski
(Max Planck Institute for Informatics, Germany & Intel, France)
iribis.github.io/publication/...
Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski
(Max Planck Institute for Informatics, Germany & Intel, France)
iribis.github.io/publication/...
June 19, 2025 at 1:31 AM
Histogram Stratification for Spatio-Temporal Reservoir Sampling
Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski
(Max Planck Institute for Informatics, Germany & Intel, France)
iribis.github.io/publication/...
Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski
(Max Planck Institute for Informatics, Germany & Intel, France)
iribis.github.io/publication/...
Reposted by Pablo Delgado
The Pixar RenderMan team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read!
diglib.eg.org/bitstreams/d...
diglib.eg.org/bitstreams/d...
diglib.eg.org
June 21, 2025 at 11:24 PM
The Pixar RenderMan team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read!
diglib.eg.org/bitstreams/d...
diglib.eg.org/bitstreams/d...
Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)
June 28, 2025 at 4:49 PM
Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)
Reposted by Pablo Delgado
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:
www.disneyanimation.com/publications...
www.disneyanimation.com/publications...
Walt Disney Animation Studios - Publications
We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.
www.disneyanimation.com
March 19, 2025 at 5:42 AM
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:
www.disneyanimation.com/publications...
www.disneyanimation.com/publications...
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.
(Created by Oliver Markowski with Houdini, link see below ⬇️)
(Created by Oliver Markowski with Houdini, link see below ⬇️)
March 11, 2025 at 5:55 PM
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.
(Created by Oliver Markowski with Houdini, link see below ⬇️)
(Created by Oliver Markowski with Houdini, link see below ⬇️)
Reposted by Pablo Delgado
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
github.com
January 30, 2025 at 2:09 PM
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
Reposted by Pablo Delgado
Highlighting one of the key contributions in MaterialX v1.39.2, Masuo Suzuki at NVIDIA contributed the Chiang Hair BSDF, seen below in NVIDIA RTX, which opens the door to the authoring of cross-platform, customizable hair shading models in MaterialX and OpenUSD.
github.com/AcademySoftw...
github.com/AcademySoftw...
January 21, 2025 at 7:22 PM
Highlighting one of the key contributions in MaterialX v1.39.2, Masuo Suzuki at NVIDIA contributed the Chiang Hair BSDF, seen below in NVIDIA RTX, which opens the door to the authoring of cross-platform, customizable hair shading models in MaterialX and OpenUSD.
github.com/AcademySoftw...
github.com/AcademySoftw...
Reposted by Pablo Delgado
Wrote a blog post about my development process and the tools I’ve built to develop the Spark codecs:
ludicon.com/castano/blog...
ludicon.com/castano/blog...
Tools for GPU Codec Development – Ignacio Castaño
ludicon.com
January 4, 2025 at 8:46 AM
Wrote a blog post about my development process and the tools I’ve built to develop the Spark codecs:
ludicon.com/castano/blog...
ludicon.com/castano/blog...
Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)
January 3, 2025 at 11:15 AM
Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)
Hello 🦋 community!
January 3, 2025 at 11:12 AM
Hello 🦋 community!