Tomas Akenine-Möller

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Tomas Akenine-Möller

Tomas Akenine-Möller

@inversepixel

Researcher @ NVIDIA, professor @ Lund Uni, Real-Time Rendering, https://t.co/NtcN1BKX7H, Ray Tracing Gems, crime fiction book: Gamla kirurgen (https://t.co/zjOgTsMrcc)

Sweden Katılım Ekim 2010
151 Takip Edilen7.6K Takipçiler
jendrik illner
jendrik illner@jendrikillner·
I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US) jendrikillner.com/books/
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Pontus Ebelin
Pontus Ebelin@_pandersson·
FLIP v1.4 is out! It makes the Python implementation about 20-47x faster than before, and significantly more convenient to use. Code available at github.com/NVlabs/flip. Details in 🧵.
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Aaron Lefohn
Aaron Lefohn@aaronlefohn·
We finally get to share our neural materials research. We created custom highly-realistic reference materials, we invented new neural models, and we built new graphics systems. End result is these neural materials run in a real-time path tracer. research.nvidia.com/labs/rtr/neura…
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Aaron Lefohn
Aaron Lefohn@aaronlefohn·
NVIDIA is thrilled to share our SIGGRAPH 2023 papers. It is our best SIGGRAPH yet, with ~20 papers authored in partnership with over a dozen universities. Generative AI, 3D content creation, neural rendering, neural physics, and more... blogs.nvidia.com/blog/2023/05/0…
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Tomas Akenine-Möller
Tomas Akenine-Möller@inversepixel·
@phyronnaz Sorry for the late reply. For each n_ijk, we compute the analytic normal, i.e., Eq 9-11. This is 3 bilinear interpolation times 8 corners. And then a trilinear interpolation on top of that. @SoderlundHerman
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Victor Careil
Victor Careil@phyronnaz·
@inversepixel Very interesting! If I understood correctly, to compute a normal you do 9 trilinear interpolations? 8 to compute the normals from the 8 voxels intersecting a dual voxel, and a final one to merge them?
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Krzysztof Narkowicz
Krzysztof Narkowicz@knarkowicz·
@inversepixel Inspiring! I was curious if you investigated how voxel interesection precision affects results. I imagine larger error would make ST faster, at some point allow to replace DDA+NR/ST with pure ST in 7^3 bricks etc. But I'm curious what's the crossing point and visual tradeoff here
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Cyril Crassin
Cyril Crassin@Icare3D·
The #NVIDIA ADA GPU Architecture Whitepaper is available: New RT cores with Opacity Micromaps + Displaced Micro-Meshes, 2x Ray-Triangle intersect throughput, Shader Execution Reordering, 96MB L2 cache, 2x Optical Flow accel. perf, improved Tensor Cores... images.nvidia.com/aem-dam/Soluti…
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Tomas Akenine-Möller
Tomas Akenine-Möller@inversepixel·
@BrianKaris No, we did not do that... that's clever! We could do that even for SVS, i.e., shrink the AABB around each surface inside a single voxel (but we have not tried that either).
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Brian Karis
Brian Karis@BrianKaris·
@inversepixel Also did you test with AABBs shrunk to the surface voxels or were they always full brick sized?
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