Tom Clabault

157 posts

Tom Clabault

Tom Clabault

@clabaultt

R&D Graphics Engineer @ Huawei Ireland Research Centre. Path Tracing, PBR, GPU/Shaders/GPGPU, Software Optimization

France Katılım Ekim 2024
95 Takip Edilen178 Takipçiler
Tom Clabault retweetledi
Jiayin Cao
Jiayin Cao@Jiayin_Cao·
I'd like to share @DaqiLin and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.
Jiayin Cao tweet media
English
4
23
168
7.2K
Tom Clabault retweetledi
Samuel Krug
Samuel Krug@samuel_krug·
Thanks for a great 2025! Here's a quick look back through some of my favorite renders I made this year
Samuel Krug tweet mediaSamuel Krug tweet mediaSamuel Krug tweet mediaSamuel Krug tweet media
English
37
159
2.3K
132.5K
Tom Clabault retweetledi
NVIDIAGameDev
NVIDIAGameDev@NVIDIAGameDev·
We just dropped a full 11 part course on Neural Shading 👀 If you’re looking to integrate the latest in real-time graphics tech into your projects, this is for you. Watch here 👉 nvda.ws/4p8ZyhI
NVIDIAGameDev tweet media
English
0
25
132
8.6K
Tom Clabault retweetledi
Kostas Anagnostou
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.
English
10
35
397
37.8K
Tom Clabault retweetledi
Vladimir Komarov
Vladimir Komarov@VrKomarov·
I had previously used triangle meshes to render giant planetary atmospheres but after many unsuccessful attempts to fix all the artifacts, especially when intersecting atmosphere geometry, I decided to add support for spheres to my renderer. It works much better
Vladimir Komarov tweet mediaVladimir Komarov tweet mediaVladimir Komarov tweet mediaVladimir Komarov tweet media
English
2
2
147
8.3K
Tom Clabault retweetledi
Prismal
Prismal@PrismalDesign·
New personal project! Jungle environment and highly detailled breakdown - 3DS Max/Houdini/Vray/Nuke A 40 page breakdown awaits you : artstation.com/artwork/K3rNbB I had a ton of fun making this, exploring so many workflows and sharing so many tips! #ArtStationHQ
English
21
113
1K
87.1K
Tom Clabault retweetledi
Vivek Galatage
Vivek Galatage@vivekgalatage·
Curious to know how many cycles each CPU instruction costs? The instruction matrix from Google's highway (a cross-platform SIMD library) has interesting details. github.com/google/highway…
Vivek Galatage tweet media
English
4
64
433
24.6K
Tom Clabault
Tom Clabault@clabaultt·
If early samples are possibly more noisy than later samples, do we need some more clever way of averaging rendered frames than just an average? Something that weighs all frames based on variance and takes those weights in consideration during averaging?
English
1
0
0
68
Tom Clabault
Tom Clabault@clabaultt·
(At the end of section 3.2.2) The effect of the online learned visibility estimate system is that renders with complex occlusion initially converge slowly, but as the learning system’s quality improves during the renderer’s initial iterations, the convergence rate improves [...].
English
1
0
0
62
Tom Clabault
Tom Clabault@clabaultt·
So I was reading the "Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering" paper from @yiningkarlli et al. and came up with a question about visibility learning (quote from the paper):
English
1
0
1
126
Tom Clabault
Tom Clabault@clabaultt·
@Auzaiffe @VrKomarov @Auzaiffe Hey there! Any way to convert the VDB to the grid format taken by the grid to LEB3D converter? I downloaded the wdas cloud but it's VDB format 🤔
English
1
0
0
96
Anis Benyoub
Anis Benyoub@Auzaiffe·
The source code for the Longest edge bisection, tetrahedral based, volume representation for faster path tracing project is online available on GitHub and is under MIT license. Feel free to grab it and play with it! github.com/AnisB/leb3D
English
4
9
55
2.7K
Tom Clabault retweetledi
Kostas Anagnostou
Kostas Anagnostou@KostasAAA·
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" youtube.com/watch?v=MRg91Z…
YouTube video
YouTube
English
1
31
145
11K
Tom Clabault retweetledi
Tzu-Chieh Chang
Tzu-Chieh Chang@TzuChieh_Chang·
Implemented BSDF evaluation and PDF query for microfacet-based normal mapping to support more light transport algorithms. For dielectrics, I need to make some adjustments to the equations in the original paper. Now I need to find a beautiful scene and test it.😉
Tzu-Chieh Chang tweet media
English
3
16
176
12.4K
Tom Clabault
Tom Clabault@clabaultt·
@yiningkarlli That's cool stuff! Is your renderer available to the public online?
English
1
0
0
208
Yining Karl Li
Yining Karl Li@yiningkarlli·
Installed macOS Tahoe in a VM and screwed around with getting my work-in-progress next-gen hobby renderer building with *・゚✧ Liquid Glass ✧・゚*. Most of my UI is dear imgui, but the window chrome and stuff is native AppKit. Wow Liquid Glass windows are really rounded off.
Yining Karl Li tweet media
English
2
0
24
2.9K
Tom Clabault retweetledi
Vladimir Komarov
Vladimir Komarov@VrKomarov·
Tried DLSS RR in my path tracer and it's pure magic. I think it's quite expensive for games (~7ms for this image on laptop 3080), but for previz in path tracing it's really good, very resposive and high quality
English
6
16
312
18.1K