Alexandre Lamure

687 posts

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Alexandre Lamure

Alexandre Lamure

@AlexandreLamure

Graphics guy at Quantic Dream, thoughts are my own Bluesky: @alexandrelamure.bsky.social Mastodon: https://t.co/po1ORNRuJ7

Ile-de-France, France Katılım Ocak 2018
776 Takip Edilen710 Takipçiler
Alexandre Lamure retweetledi
Yining Karl Li
Yining Karl Li@yiningkarlli·
There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface_s…
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Shlomi Steinberg
Shlomi Steinberg@SteinbergShlomi·
youtu.be/Xolb8DcrbLc The recorded EUROGRAPHICS 2026 talk for our wave tracing paper. Very honored that this paper received the Günter Enderle Best Paper Honorable Mention award. Collaboration with Matt Pharr (NVIDIA).
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Alexandre Lamure
Alexandre Lamure@AlexandreLamure·
@Dispatch_Graph I simply meant evaluating the occlusion of a ray that goes through some volumetric stuff like fog. Unless your volumetric is analytic fog or super cheap to raymarch, there's no easy way to account for it in real-time GI. But that could be used for the placement and animation too
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λmélie Heinrich
λmélie Heinrich@Dispatch_Graph·
@AlexandreLamure Wdym by that? Volumetric visibility as in it could be used to e.g. prevent volumetric smoke propagation through solide without a baking pass? Because that could be very interesting indeed
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Alexandre Lamure retweetledi
Xor
Xor@XorDev·
Subtle things to make your shaders better: 1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything! mini.gmshaders.com/p/antialiasing
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takahiro harada
takahiro harada@haradatakahiro·
Will present the new input encoding method "PEPS: Positional Encoding Projected Sampling" at i3D. In the paper, we show that 25% better compression. If you have NTC implementation with MLP, you can add this on top of it and see improvements. arxiv.org/abs/2604.24167
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Xor
Xor@XorDev·
Here are some techniques I discovered through 14 years of shader programming:
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Nikita Krupitskas
Nikita Krupitskas@krupitskas·
While my vacation days coming to the end, finished a blog post on modern rendering culling techniques 😜 I tried to keep it practical: not a deep dive, but a broad overview of the main methods, tradeoffs, and how they fit together in a real renderer. Frustum culling, occlusion, GPU-driven rendering, meshlets, Nanite, light culling, etc. krupitskas.github.io/posts/modern_c… #gamedev #rendering #dx12
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Vlad Erium 🇯🇵
Vlad Erium 🇯🇵@ssh4net·
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method  Chase Mayer, Ulf Assarsson, Erik Sintorn Paper: jcgt.org/published/0015… Code (MIT): github.com/TheManTheMythT… Abstract We introduce a novel screen-space refraction method that replaces standard ray marching with Newton’s method for root finding. For each pixel, we define a function as the difference between the refracted ray depth and the G-buffer depth, and iteratively refine the intersection using the tangent plane of the current G-buffer point. This achieves rapid convergence, typically within only a few iterations, thereby reducing per-pixel cost. We further analyze common failure cases, such as depth discontinuities or poor initial guesses, and propose practical strategies to detect and then mitigate or resolve them. We also demonstrate our approach on refracted light rays to accelerate screen-space caustics.
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Vlad Erium 🇯🇵
Vlad Erium 🇯🇵@ssh4net·
Real-time Neural Six-way Lightmaps Wei Li, Hanxiao Sun, Tao Huang, Haoxiang Wang, Tongtong Wang, Zherong Pan, Kui Wu (Tsinghua University, China; LIGHTSPEED, Australia) arxiv.org/abs/2604.03748 Abstract Participating media are a pervasive and intriguing visual effect in virtual environments. Unfortunately, rendering such phenomena in real-time is notoriously difficult due to the computational expense of estimating the volume rendering equation. While the six-way lightmaps technique has been widely used in video games to render smoke with a camera-oriented billboard and approximate lighting effects using six precomputed lightmaps, achieving a balance between realism and efficiency, it is limited to pre-simulated animation sequences and is ignorant of camera movement. In this work, we propose a neural six-way lightmaps method to strike a long-sought balance between dynamics and visual realism. Our approach first generates a guiding map from the camera view using ray marching with a large sampling distance to approximate smoke scattering and silhouette. Then, given a guiding map, we train a neural network to predict the corresponding six-way lightmaps. The resulting lightmaps can be seamlessly used in existing game engine pipelines. This approach supports visually appealing rendering effects while enabling real-time user interactivity, including smoke-obstacle interaction, camera movement, and light change. By conducting a series of comprehensive benchmarks, we demonstrate that our method is well-suited for real-time applications, such as games and VR/AR.
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Alexandre Lamure
Alexandre Lamure@AlexandreLamure·
@Dispatch_Graph Love it! It's super well-explained 🙂 The diction is a bit fast, but it's fine and the subtitles are correct if necessary
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Alexandre Lamure retweetledi
Debasish (দেবাশিস্) Ghosh 🇮🇳
The blog post "Virtual Memory Tricks" by Niklas Gray explores clever, underutilized ways to leverage operating system virtual memory features (via APIs like VirtualAlloc or mmap) to solve common programming problems efficiently. Some of the key techniques discussed are .. • reserving extremely large virtual address spaces for arrays (e.g., billions of elements) without consuming physical RAM until pages are actually accessed, enabling simple, fast fixed-size data structures like global game object arrays or huge lookup tables. • using virtual memory reservations to generate guaranteed-unique application-wide IDs (by returning pointers from reserved blocks) • implementing an "end-of-page allocator" that places allocations at page boundaries to catch out-of-bounds or use-after-free bugs via immediate access violations, and avoiding fragmentation issues since virtual memory allows non-contiguous physical pages. • implementing a gapless ring buffer that uses shared mappings to handle wraparound seamlessly without extra boundary logic. Overall, the author argues that directly controlling virtual memory unlocks powerful, scalable, and safer memory management patterns beyond conventional malloc usage. link to the blog post: ruby0x1.github.io/machinery_blog…
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Filippo Tarpini
Filippo Tarpini@FilippoTarpini·
My pleasure to announce Gamma Studios' website, alongside the first of a series of technical articles on color grading and tonemapping: gammastudios.tech/technical-colo… Give it a read if you want a detailed analysis on why some games raise blacks so much to make an OLED look like an LCD! I'd love to hear your opinions on my technical findings and conclusions!
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