
Sebastien Speierer
68 posts

Sebastien Speierer
@seb_spe
Pixar ➡️ Weta Digital ➡️ EPFL ➡️ Research Engineer at Meta






I'm very happy to announce that our paper "Don't Splat your Gaussians: Volumetric Primitives for Rendering Scattering and Emissive Media" (tinyurl.com/GaussVol) was finally accepted to ACM Transactions on Graphics last month! We will present it at SIGGRAPH 2025 🧵🧵🧵 (1/11)







Our new paper performs exact volume rendering at 30FPS@720p, giving us the highest detail 3D-consistent NeRF! Paper: arxiv.org/abs/2410.01804 Website: half-potato.gitlab.io/posts/ever







The Realistic Graphics Lab is looking to recruit a *PhD student* and a *Research Engineer*. We develop algorithms and systems that invert the process of rendering to reconstruct realistic 3D worlds from images. A bit like "TensorFlow", but for physical simulations of light.

Did you know that differentiating a volume renderer will produce biased and noisy derivatives? Our new sampling technique fixes this, improving reconstruction of editable & relightable volumes. Joint work with @merlin_ND, Thomas Müller and Alex Keller at SIGGRAPH'22. (1/8)




*Mitsuba 3* is now available! It's a major redesign of the lab's infrastructure for differentiable rendering building on the Dr.Jit just-in-time compiler announced yesterday. Full video link: tinyurl.com/mitsuba-tut 1/10
