Alban Fichet

32 posts

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Alban Fichet

Alban Fichet

@AlbanOrigin

Software research engineer at Intel

Beigetreten Temmuz 2009
69 Folgt55 Follower
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Vlad Erium 🇯🇵
Vlad Erium 🇯🇵@ssh4net·
A Fluorescent Material Model for Non-Spectral Editing & Rendering Belcour Laurent @_Laurent , Fichet Alban, Barla Pascal (Intel Corp. France, Inria Bordeaux) arxiv.org/abs/2505.19672 Abstract: Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
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Anis Benyoub
Anis Benyoub@Auzaiffe·
We're presenting at #SIGGRAPH2025! 🚀 We use adaptive tetrahedral grids (via the LEB algorithm) to GPU path trace volumetric production assets. Fewer neighbors, less memory, real-time performance—up to 30× faster than regular grids. ggx-research.github.io/publication/20…
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Anis Benyoub
Anis Benyoub@Auzaiffe·
The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun github.com/GameTechDev/Te…
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Anis Benyoub
Anis Benyoub@Auzaiffe·
If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend! schedule.gdconf.com/session/advanc…
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Anis Benyoub
Anis Benyoub@Auzaiffe·
As a follow up to our paper, I've written a blog post about the challenges of mapping an FFT-based water simulation to a planet-scale spherical asset. auzaiffe.wordpress.com/2024/08/08/map…
Anis Benyoub@Auzaiffe

Looking for a fast method to render your large-scale game components? Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.

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Anis Benyoub
Anis Benyoub@Auzaiffe·
Looking for a fast method to render your large-scale game components? Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
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Alban Fichet
Alban Fichet@AlbanOrigin·
The method is so simple and efficient it works in real-time. With it, you can experience near-spectral quality fluorescence even with commercial game engines. Come and join the fluorescent party!
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Alban Fichet
Alban Fichet@AlbanOrigin·
Do you want fluorescence in your renderer without having to make it spectral? I got you covered! At #EGSR2024 I will unveil with @_Laurent and Pascal Barla a reduction technique to integrate fluorescence into RGB rendering!
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Anis Benyoub
Anis Benyoub@Auzaiffe·
We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can find it here, hope you find it useful: auzaiffe.wordpress.com/2024/04/15/vnd…
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Eric Heitz
Eric Heitz@eric_heitz·
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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Anton Kaplanyan
Anton Kaplanyan@Kaplanyan·
Intel Graphics Research is excited to share our contribution across SIGGRAPH, EGSR, HPG, and EG this summer. Low-energy path tracing, generative AI, neural graphics and more! intel.com/content/www/us… Amazing work of our researchers and collaborators.
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Anis Benyoub
Anis Benyoub@Auzaiffe·
Did you know you could importance sample the GGX BRDF using spherical caps? Our latest paper shows how and leads to an even simpler and faster algorithm than that of @eric_heitz. Check it out online: ggx-research.github.io/publication/20…
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Eric Heitz
Eric Heitz@eric_heitz·
When @_Laurent and I started learning about diffusion models, we were puzzled by the amount of jargon and concepts. So, we derived a model from scratch with our own graphics-people intuitions. Simple derivation, simple implementation, SOTA quality. ggx-research.github.io/publication/20…
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Anton Kaplanyan
Anton Kaplanyan@Kaplanyan·
I’m thrilled to welcome a new team in Grenoble to Intel GPU Research. These world-class researchers and engineers will help moving the needle in graphics ecosystem across games, provis, and AI ggx-research.github.io
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Adam Marrs
Adam Marrs@acmarrs·
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe. Download #RTGII here: link.springer.com/book/10.1007/9…
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