Amélie Heinrich

@dispatchgraph.bsky.social

Graphics, ML @ Day III Digital

Trained a small MLP to approximate the split-sum BRDF integration lookup table used in IBL rendering Architecture is a 6-layer MLP with GELU activations and a Sigmoid output layer. Takes NdotV and roughness as inputs and outputs the scale and bias terms of the split-sum approximation

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Raytraced sun shadows using Metal intersector. Runs like shit because I have an M2 Mac Air which doesn't support hardware raytracing, hopefully I get to upgrade soon so I can get mesh shaders execute indirect and hardware RT...

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First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!

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Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)

Decided I'd merge my renderer into my engine since they were branched But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system... Will keep you guys updated

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