Sabitlenmiş Tweet
Weier Philippe
40 posts

Weier Philippe
@PhilippeWeier
PhD student at https://t.co/HyZaAassz9 working on light transport simulation. Ex rendering researcher at Weta Digital.
Saarbrücken, Germany Katılım Şubat 2020
151 Takip Edilen417 Takipçiler

Are you at #SIGGRAPH, and like inverse rendering as much as I do? Come to our talk on "Practical Inverse Rendering of Textured and Translucent Appearance" at 14:40 during the Light & Relight session! Perfect opportunity to catch up if you come by our poster later as well 🚀

English

🚀 The source code for our #SIGGRAPH2025 paper "Practical Inverse Rendering of Textured and Translucent Appearance" is now available!
🔗 GitHub: github.com/google/practic…
English

For PDF, supplemental and high-quality videos, check out the project webpage at weiphil.github.io/portfolio/prac…! Joint work with Jérémy Riviere, Ruslan Guseinov, Stephan Garbin, Philipp Slusallek, @bernd_bickel, Thabo Beeler and @DelioVicini #SIGGRAPH2025 n/n
English
Weier Philippe retweetledi
Weier Philippe retweetledi

Our work on #NBVH (Neural ray queries with Bounding Volume Hierarchies) will be presented this summer at #SIGGRAPH2024!
What's that? See🧵below ⤵️
📃Source Code: github.com/WeiPhil/nbvh
🌐Project Page/Paper: weiphil.github.io/portfolio/neur…
(ft. @PhilippeWeier @iliyang @boubek et al.)

English

@anderslanglands Another way to control quality, while less impactful than the node count, is to increase the hashgrid's hashmap size in the "Input Encoding" tab. This was previously hidden behind the developper mode. Please redownload the latest binary for the latest update :)
English

@PhilippeWeier How do you control the depth of the BVH? Trying it out the result always seems to give a ~99.9% memory saving but the resulting BVH is pretty rough. Where's the mem/quality slider? :)
English

We added binary releases for some GPUs to our N-BVH implementation🚀No more lengthy compilation just to try out rendering your own scene in our framework! Check it out here: github.com/WeiPhil/nbvh/r…

English

@anderslanglands One way is to change the "Split scaling" factor in the "BVH Split Scheduler", the expected node count will show in the text above. 140k nodes is a good start for larger scenes.
English

@PhilippeWeier This looks awesome, congrats and thanks for sharing !
FWIW I could not find the license for the source code. IMHO it could be helpful to add a LICENSE file to your repository.
English

Ever wanted to load a large asset in your GPU path tracer, only to find it doesn't fit in memory? Then check out our #SIGGRAPH2024 paper “N-BVH: Neural ray queries with bounding volume hierarchies” (with Alexander Rath, @exppad, @iliyang, Philipp Slusallek and @boubek)
English

@NateMorrical @exppad @iliyang @boubek Thanks! Table 1 in our paper gives an overview of the performance for lower and higher visual quality. We are likely memory-bound, in particular, the ping-pong mechanism between every inference and BVH traversal step creates a lot of traffic that could probably be avoided.
English

@PhilippeWeier @exppad @iliyang @boubek Nice work!
Do you know if the compressed models render faster? (Ie, better perf for roughly equal visual quality?)
Any ideas what the key bottlenecks are?
English

For more details, check out the project's webpage weiphil.github.io/portfolio/neur… and our source code at github.com/WeiPhil/nbvh !
English


I'm thrilled to share our #SIGGRAPH2023 paper “Neural Prefiltering for Correlation-Aware Levels of Detail” in which we introduce a novel framework for compressed storage of high-detail geometry and appearance. (with @alphanew, @Kaplanyan, @lingqi_yan, and Philipp Slusallek)

English



