David

125 posts

David

David

@Drezel9

Technical Artist

France Katılım Ekim 2020
682 Takip Edilen36 Takipçiler
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Markus Schütz
Markus Schütz@m_schuetz·
Elias is going to present our work on real-time rendering with JPEG-compressed textures next month at Eurographics! #full-program-item-full-paper-tuesday-1400-1530-full-paper-4" target="_blank" rel="nofollow noopener">eg2026.github.io/program/?type=… github.com/elias1518693/j…
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David
David@Drezel9·
@noinodev That's awesome! If I'm not mistaken, you're tracing a radiance cascades on the screen space from a 64x64x6 cubemap converted into a panorama? Is it possible to see a breakdown?
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noino🔸
noino🔸@noinodev·
bistro slide show. too many triangles. showing off global illumination using colourful glowing cubes again, but ive made some improvements. clear instability over long distances, for which i might fallback to screen space. what a joy to create this for my uni dissertation. vk + c
noino🔸@noinodev

maybe a novel global illumination solution is what it takes to find employment???? physics lights in a big box. this technique is interesting because the main radiance probe can be as small as 64x64 with minimal quality loss. using a mip chain should give a big performance boost.

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David
David@Drezel9·
@despair Give them an innovation award for creating Le “spaghetti tralalalero blueprint paradigm”
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Yining Karl Li
Yining Karl Li@yiningkarlli·
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer. Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang! github.com/adobe/openpbr-…
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なが
なが@nagakagachi·
Ray-Guiding based on Octahedron Mapping CDF Ray-Guiding実装 適当なパラメータで結構効果がでてうれしい(゚∀゚) 元の分布がゼロの場合に選択されなくなってしまうのでCDF計算時に一律バイアス足しているけど, 本来は一定確率で一様分布からサンプル?
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Arno Coomans
Arno Coomans@arno_coomans·
Our Neural Irradiance Volume (Eurographics 2026) permits real-time rendering of large scenes with dynamic objects and moving lights, while providing a higher quality at a given memory budget (10x improvement over probe grids!). Project page: arnocoomans.be/eg2026/.
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Nicolas Lopez
Nicolas Lopez@Nicolas_Lopez_·
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
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Quixel
Quixel@quixeltools·
We are releasing the final version of Quixel Mixer as a free, unsupported, offline application. You can download this version by logging in to your account on the Quixel website. More details here: 👉 epic.gm/quixel-mixer-n…
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Best Indie Games
Best Indie Games@clemmygames·
First game which comes to mind?
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Tianyu Li
Tianyu Li@TianyuLiWiWo·
Just vibe-coded a GPU-native scripting language in one night: XScript. ECS-first, SIMT execution, GPU VM, GPU-side spawning. Concept proof only—no perf claims. Vibe-coding is no longer just a meme; it’s a surprisingly powerful way to get things done. #XScript:%20A%20One-Night%20Vibe%20Coding%20Surprise" target="_blank" rel="nofollow noopener">weakknight.github.io/#XScript:%20A%…
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Tiago Sousa
Tiago Sousa@idSoftwareTiago·
Graphics Programming Conference 2025 presentations now available for all. "Visibility Buffer and Deferred Rendering In DOOM: The Dark Ages" #visibility-buffer-and-deferred-rendering-in-doom-the-dark-ages" target="_blank" rel="nofollow noopener">graphicsprogrammingconference.com/archive/2025/#… "Variable Rate Compute Shaders in DOOM: The Dark Ages" #variable-rate-compute-shaders-in-doom-the-dark-ages" target="_blank" rel="nofollow noopener">graphicsprogrammingconference.com/archive/2025/#…
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Jasper Flick
Jasper Flick@catlikecoding·
We upgrade our Custom SRP project to Unity 6.3, and... it fails to render. So we fix that in the 6.0.0 #unity3d #gamedev tutorial! Native render passes are now supported and we get the Render Graph Viewer working again. catlikecoding.com/unity/custom-s…
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80 LEVEL
80 LEVEL@80Level·
Unity is reportedly introducing a new annual fee for Enterprise customers. The "minimum commitment" of $250K to $2M is determined by gross revenue over the past year: 80.lv/articles/unity…
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Kostas Anagnostou
Kostas Anagnostou@KostasAAA·
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/spa…
Kostas Anagnostou@KostasAAA

Did a quick and dirty implementation of a spatial hash structure to speedup RTAO, ray results are stored in cells indexed by pos/normal/cell size and after storing a few rays occlusion can be queried from the cell instead of raytracing it. 3x faster RTAO with no denoising.

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Shota Matsuda 松田 聖大
Shota Matsuda 松田 聖大@shotamatsuda·
TAAのsmearingの改善を図ってる。SSGIはbloomに次いでTAAのワーストケースの一つだと思うけど、1つ目の動画が2つ目になるくらいには改善できそう。
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