Sebastien Speierer

68 posts

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Sebastien Speierer

Sebastien Speierer

@seb_spe

Pixar ➡️ Weta Digital ➡️ EPFL ➡️ Research Engineer at Meta

Lausanne, Switzerland Katılım Ocak 2017
96 Takip Edilen681 Takipçiler
Sebastien Speierer retweetledi
Eurographics Symposium on Rendering
Eurographics Symposium on Rendering@EGSympRendering·
Less than two months to the EGSR papers deadline! If you have some cool research on rendering and synthetic image generation in general, submit it to EGSR and join us in Bordeaux (France) next July! Details: egsr2026.inria.fr
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Adrián Jarabo
Adrián Jarabo@adrian_jarabo·
In the last months, @seb_spe and I have been working on generalizing Gaussian splatting to non-exponential image formation models. TL; DR: Using faster-than-exponential transmittance we can achieve up to 4x faster rendering without severe quality loss.
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MrNeRF
MrNeRF@janusch_patas·
@RobinerdGames There are already approaches that are doing ray tracing. However, none of the more promising ones has released code. If that's not coming, I should implement it at one point myself :)
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Sebastien Speierer retweetledi
MrNeRF
MrNeRF@janusch_patas·
Don't Splat Your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media Not a new paper, but the code is released (MIT license) today! Contributions: • A novel kernel-based primitive representation for volumetric media that fits into the radiative transfer framework and can be integrated into any physics-based rendering engine. • Closed-form expressions for transmittance and emission, as well as distance sampling routines proportional to transmittance, for 3D Gaussian and Epanechnikov kernels. • An efficient ray tracing-based implementation for solving light transport using our novel volumetric representation for both scattering and emissive (radiance field) media. • Adjoint derivatives of our forward methods for solving inverse reconstruction problems efficiently.
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Wenzel Jakob {deprecation notice}
Following over 1.5 years of hard work (w/@njroussel& Rami Tabbara), we just released a brand-new version of Dr.Jit (v1.0), my lab's differentiable rendering compiler along with an updated Mitsuba (v3.6). The list of changes is insanely long—here is what we're most excited about🧵
Wenzel Jakob {deprecation notice} tweet media
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Sebastien Speierer retweetledi
Simon Green
Simon Green@simesgreen·
"Don’t Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media" arxiv.org/abs/2405.15425
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Sebastien Speierer
Sebastien Speierer@seb_spe·
@jon_barron Exciting work! It would have been great to see our paper cited directly in the publication as well. 😉
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Jon Barron
Jon Barron@jon_barron·
We dropped a great paper today! Frustrated by some of the limits of Gaussian Splatting, we developed EVER: a drop-in 3DGS replacement that raytraces constant-density ellipsoids. This gives much higher image quality and flexibility than 3DGS while retaining real-time speeds.
Alexander Mai@alexandertmai

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

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Jon Barron
Jon Barron@jon_barron·
What is the truncated quadratic probability distribution `3/(4*c)*max(0, 1-(x/c)^2)` called? It's such a basic thing but I can't find a name for it anywhere in the literature.
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Wenzel Jakob {deprecation notice}
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: pbr-book.org)
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Academy Software Foundation
Academy Software Foundation@AcademySwf·
Excited to hear our Open Source Days keynote speaker, Wenzel Jakob, talk about Strategies for Open Source in Academia! #aswf #opensource
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Sebastien Speierer
Sebastien Speierer@seb_spe·
Kudos to the amazing artists and engineers at Wētā FX! This is a true masterpiece, visually stunning, and I am really proud to have worked on this movie during my time in New Zealand. Can’t wait to go watch it a second time in the theatre! #AvatarTheWayOfWater
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Sebastien Speierer
Sebastien Speierer@seb_spe·
Job openings at the Realistic Graphics Lab! If you are interested in working on Mitsuba 3, Dr.Jit, or doing research in differentiable rendering, this is the place to be! I can't recommend it enough! 🇨🇭
Wenzel Jakob {deprecation notice}@wenzeljakob

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.

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Sebastien Speierer
Sebastien Speierer@seb_spe·
After working for +3 years on Mitsuba 3, I am now ready to move forward in my career and bring physically-based inverse rendering to the industry. So if you and your team are interested in such topics, feel free to reach out. Or let’s chat in person at SIGGRAPH next week! 🚀
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Merlin Nimier-David
Merlin Nimier-David@merlin_ND·
We've released the implementation for our paper on unbiased inverse volume rendering: github.com/rgl-epfl/unbia… It uses Mitsuba 3 and is implemented as an Integrator plugin. There's a script to easily reproduce the inverse reconstructions from the paper.
Wenzel Jakob {deprecation notice}@wenzeljakob

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)

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Tizian Zeltner
Tizian Zeltner@tizianzeltner·
With the recent release of the new Mitsuba 3 system I can now finally also release the code of our "Monte Carlo Estimators for Differential Light Transport" SIGGRAPH paper from last year: github.com/tizian/differe… (Joint work with @seb_spe, @iliyang, and @wenzeljakob.)
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Delio Vicini
Delio Vicini@DelioVicini·
We've just released the implementation of our Siggraph 2022 paper on "Differentiable Signed Distance Function Rendering" on Github: github.com/rgl-epfl/diffe…. The code allows to optimize SDFs from (synthetic) reference images and is based on Mitsuba 3/Dr.Jit! (1/3)
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Sebastien Speierer
Sebastien Speierer@seb_spe·
Mitsuba 3 is out! 🚀 This has been a wild journey but I am really excited and proud to finally make this framework available to all graphic researchers & engineers around the world. Can’t wait to see what you will do with it!
Wenzel Jakob {deprecation notice}@wenzeljakob

*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

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