Eric Heitz

654 posts

Eric Heitz

Eric Heitz

@eric_heitz

Computer Graphics researcher.

Katılım Ağustos 2014
269 Takip Edilen5.1K Takipçiler
Eric Heitz retweetledi
Emil
Emil@_cookieBadger·
So... Textured Area Lights are ready to be reviewed - I hope they can make it into #Godot 4.7 🙈 I was able to integrate @eric_heitz's area light texture sampling into the forward renderer, lightmaps volumetric fog, and voxelGI. #ScreenshotSaturday #GodotEngine #GameDev
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Eric Heitz
Eric Heitz@eric_heitz·
@_cookieBadger Awesome! I am glad you figured it out. The result looks great. I hope it will be integrated to #Godot !
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Emil
Emil@_cookieBadger·
@eric_heitz got it to work now! it was indeed the intersection code. Thanks, Eric!
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Emil@_cookieBadger·
Anybody ever got textured area lights with LTCs to work with this form factor that @eric_heitz and @self_shadow describe? When I try, my light is awfully warped (second picture)
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Eric Heitz
Eric Heitz@eric_heitz·
@_cookieBadger For diffuse it should be the same except that you will fetch higher mipmap levels and everything will blur out. If this configuration is diffuse and your are just missing the blurring, perhaps the vector is already correct! Consider also coding a MC reference for debugging!
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Emil
Emil@_cookieBadger·
@eric_heitz thanks, I'll try that! In the picture I'm just computing diffuse lighting, though. Should the technique work the same way for diffuse?
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Eric Heitz retweetledi
Vlad Erium 🇯🇵
Vlad Erium 🇯🇵@ssh4net·
A Fluorescent Material Model for Non-Spectral Editing & Rendering Belcour Laurent @_Laurent , Fichet Alban, Barla Pascal (Intel Corp. France, Inria Bordeaux) arxiv.org/abs/2505.19672 Abstract: Fluorescent materials are characterized by a spectral reradiation toward longer wavelengths. Recent work [Fichet et al. 2024] has shown that the rendering of fluorescence in a non-spectral engine is possible through the use of appropriate reduced reradiation matrices. But the approach has limited expressivity, as it requires the storage of one reduced matrix per fluorescent material, and only works with measured fluorescent assets. In this work, we introduce an analytical approach to the editing and rendering of fluorescence in a non-spectral engine. It is based on a decomposition of the reduced reradiation matrix, and an analytically-integrable Gaussian-based model of the fluorescent component. The model reproduces the appearance of fluorescent materials accurately, especially with the addition of a UV basis. Most importantly, it grants variations of fluorescent material parameters in real-time, either for the editing of fluorescent materials, or for the dynamic spatial variation of fluorescence properties across object surfaces. A simplified one-Gaussian fluorescence model even allows for the artist-friendly creation of plausible fluorescent materials from scratch, requiring only a few reflectance colors as input.
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Anis Benyoub
Anis Benyoub@Auzaiffe·
Happy to share that our paper with @_Laurent, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors," was accepted at HPG'25! We dive deeper into the complete subject. I'll be presenting it later this month, see you there! 🔗 ggx-research.github.io/publication/20…
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Eric Heitz retweetledi
Anis Benyoub
Anis Benyoub@Auzaiffe·
Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors in a convinient way. This opens the door for a range of new rendering algorithms, making them more practical for game dev. devblogs.microsoft.com/directx/cooper…
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Anis Benyoub
Anis Benyoub@Auzaiffe·
I presented at MSFT’s AGS a demo that used coop vectors for NTC in smth representative of a modern RP with real texture contraints: size, quality, compression, filtering, inference overhead in ms. The talk will soon be in the GDC Vault, in the meantime: devblogs.microsoft.com/directx/announ…
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Vlad Erium 🇯🇵
Vlad Erium 🇯🇵@ssh4net·
“EON: A practical energy-preserving rough diffuse BRDF” Jamie Portsmouth, Peter Kutz, Stephen Hill arxiv.org/abs/2410.18026 (GLSL code in paper) Abstract: We introduce the "Energy-preserving Oren--Nayar" (EON) model for reflection from rough surfaces. Unlike the popular qualitative Oren--Nayar model (QON) and its variants, our model is energy-preserving via analytical energy compensation. We include self-contained GLSL source code for efficient evaluation of the new model and importance sampling based on a novel technique we term "Clipped Linearly Transformed Cosine" (CLTC) sampling. #rendering
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rob cupisz
rob cupisz@robcupisz·
I can't believe we're done! Time Ghost A short film we on the Demo Team have been working on for a while youtu.be/o1JIK5W3DRU Like all our team’s demos, it runs in real-time at 30fps in Unity. Over the next days I’ll be posting rendering and tech art breakdowns in this 🧵
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Anis Benyoub
Anis Benyoub@Auzaiffe·
Looking for a fast method to render your large-scale game components? Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
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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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Eric Heitz retweetledi
Stavros Diolatzis
Stavros Diolatzis@StavrosDiol·
Time to share our #SIGGRAPH2024 paper "N-Dimensional Gaussians for Fitting of High Dimensional Functions"! We show that N-Dimensional Gaussian mixtures can be optimized to handle high dimensional inputs like MLPs with a fraction of the training times. sdiolatz.info/ndg-fitting/
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Eric Heitz
Eric Heitz@eric_heitz·
Our I3D paper won the best paper presentation & the best paper runner-up awards. Congrats on the amazing presentation @thomasdeliot !
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Eric Heitz@eric_heitz

In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!

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Eric Heitz
Eric Heitz@eric_heitz·
By implementing our method in @unity, we can achieve fully cross-platform differentiable rendering, running even on low-end mobile phones:
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Eric Heitz
Eric Heitz@eric_heitz·
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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