Darius Bouma

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Darius Bouma

Darius Bouma

@dbalthazr

Rendering Engineer at Traverse Research Polishing pixels at the EVOLVE benchmark

Breda, Nederland Katılım Kasım 2010
207 Takip Edilen295 Takipçiler
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Eric Lengyel
Eric Lengyel@EricLengyel·
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-sl…
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Jiayin Cao
Jiayin Cao@Jiayin_Cao·
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to @nmkettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/understa…
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80 LEVEL
80 LEVEL@80Level·
.@TraverseBreda, one of the leading companies in graphics research and development, has unveiled Evolve, a groundbreaking GPU benchmark suite engineered to redefine how we measure and analyze graphics performance: 80.lv/articles/trave…
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Anis Benyoub
Anis Benyoub@Auzaiffe·
I just attended GPC. It was awesome, the talks were of high quality, the organization was great and I enjoyed hanging out with friends that I hadn’t see in a while. I can’t recommend it enough. If you are in Europe and enjoy graphics it’s a no brainer #contact" target="_blank" rel="nofollow noopener">graphicsprogrammingconference.nl/schedule/#cont
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takahiro harada
takahiro harada@haradatakahiro·
We'll present "Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting" at #SIGGRAPHASIA2024 #Tokyo gpuopen.com/download/publi… More info at shorturl.at/X0FcF
AMD GPUOpen@GPUOpen

At #Siggraph Asia 2024, we present an unbiased many-light sampling method based on spherical Gaussians. To estimate the importance of lights, we introduce new high-quality spherical Gaussian convolutions for diffuse and glossy surfaces. Top table entry: gpuopen.com/advanced-rende…

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AMD GPUOpen
AMD GPUOpen@GPUOpen·
✨ We're very excited to be presenting at the first-ever Graphics Programming Conference #GPC2024 in Breda, NL, in November ✨ Find out more about our planned talks on GPU Work Graphs and Occupancy, plus other 🔥 sessions we'd like to highlight! gpuopen.com/gpc-2024/?utm_…
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AMD GPUOpen
AMD GPUOpen@GPUOpen·
🎇 DMMs (displaced micro-meshes) deliver excellent geometry compression but don't represent animated geometry well 🎇 Our paper explores producing high-quality animated DMMs, showing how to preserve their low memory footprint, BVH build, and update costs:gpuopen.com/download/publi…
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Jasper Bekkers
Jasper Bekkers@JasperBekkers·
Today mark the first day where we're publicly talking about our upcoming GPU benchmark suite called EVOLVE! We'll be at SIGGRAPH to spread the word, if you're interested in talking to us directly please book a spot: calendly.com/jasper-travers… Otherwise: evolvebenchmark.com
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AMD GPUOpen
AMD GPUOpen@GPUOpen·
🧱 We are also introducing Brixelizer GI with the latest AMD FidelityFX SDK v1.1. 🧱 ✨Miss out on our #GDC2024 talk? You can read our new Brix GI blog now! gpuopen.com/learn/getting-… 🧵2/4
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Dario Seyb
Dario Seyb@daseyb·
I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport: cs.dartmouth.edu/~wjarosz/publi… We show how to use stochastic implicit surfaces to describe microfacet surfaces and participating media (and a bunch of new things in between).
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Shinji Ogaki
Shinji Ogaki@ShinjiOgaki·
Before implementing super cool Specular Polynomials, I started a small fun project and named it Stochastic Path Cuts😀 The ideas are taken from these inspiring papers: - Importance Sampling of Many Lights with Adaptive Tree Splitting fpsunflower.github.io/ckulla/data/ma… - Stochastic Lightcuts for Sampling Many Lights ieeexplore.ieee.org/document/91133… - Path Cuts: Efficient Rendering of Pure Specular Light Transport sites.cs.ucsb.edu/~lingqi/public…
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Shinji Ogaki@ShinjiOgaki

Wow, this is so cool🙂 Specular Polynomials arxiv.org/pdf/2405.13409

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Darius Bouma
Darius Bouma@dbalthazr·
@SebAaltonen Have you tried using interleaved gradient noise for your sampling pattern? This does a good job of representing the coverage in a local area of pixels.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
My plan is to replace temporal white noise with even/odd frame noise. Fixed sampling pattern that provides maximum coverage over 2 frames. This reduces the maximum difference between frames and results in highest possible noise frequency, which is harder for our eyes to notice.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Last Friday I improved our SSAO spatial sampling patterns. Per pixel white noise for line directions and sample offsets causes lots of visible noise (left). Right image has 22.5 degree rotations with even/odd fixed 0.5 sample offset. 4x/2x less random. What about temporal?
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Rasmus Rønn Nielsen
Rasmus Rønn Nielsen@raroni86·
I recently implemented both ReSTIR DI and ReSTIR GI as 2 separate pipelines. After some experimentation I figured I'd better fuse these two pipelines to fit my tight performance budget. The key to make this work was ...
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Hannes Vernooij
Hannes Vernooij@HVernooij·
We present A Fresnel Model for Coated Materials at Eurographics this year, where we propose an analytical RGB model for rendering coated conductors. Our method provides improved accuracy of Fresnel reflectance in BRDFs. I'll be presenting this paper Wednesday at 9:00 in Megaron A
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Darius Bouma
Darius Bouma@dbalthazr·
@VrKomarov Looking nice, how well does it respond to changes in lighting conditions?
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Vladimir Komarov
Vladimir Komarov@VrKomarov·
Integrated new Nvidia Sharc cache into my path tracer. Works pretty well. Need to make a few tweaks for volumetrics but it's almost working
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