Found a bug in the radiance caching code snippet published on my blog so went and ahead and corrected it:) (explanations and visualisations in replies 👇)
Guillaume Boissé
@gboisse.bsky.social
Lead graphics programmer @AMD, previously SIE R&D. Demoscene w/ Exist. Opinions are my own. 🔗 gboisse.github.io
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
Heading to GDC next week as part of Apple’s GDC presentations on Wednesday!
Capsaicin is not just for tacos, it's also our developer rendering framework! v1.3 is out now: 🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting. 🌶️ HDR support with spicier tone mapping. And much, much more: gpuopen.com/learn/gi-1-2...
Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen
AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.
gpuopen.com
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
Get up to speed with our latest advanced graphics research: 📝 GATE (Geometry-Aware Trained Encoding) for neural rendering. 📝 Real-time procedural GPU tree generation. 📝 Neural Visibility Cache for real-time light sampling. 📥 Download the papers: gpuopen.com/learn/public...
Been wanting to implement that fast GGX-based convolution for glossy reflections probes for quite a while and finally made some time for it:) research.activision.com/publications...
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow: blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
💡 Do you want to learn more about using the matrix cores of AMD RDNA™ 4 architecture GPUs? Our quick how-to guide shows you how to: ✅ Use WMMA intrinsics on RDNA 4. ✅ Implement a simple MLP. 👉 Read the guide: gpuopen.com/learn/matrix...
Using the Matrix Cores of AMD RDNA 4 architecture GPUs - AMD GPUOpen
This article is a quick how-to guide for using the WMMA intrinsics with our new AMD RDNA™ 4 architecture GPUs.
gpuopen.com
Quick behind the scenes of our latest PC demo production, here’s the node graph for the part from 02:14 to 03:00: youtu.be/W7Om9rf0qKc?... Might print out more graphs from other scenes if there’s some interest:)
Radix Sort is a fast, non-comparison-based algorithm ideal for sorting large datasets especially on GPUs. 💡 Check out our research that introduces a memory-efficient GPU Radix Sort that improves on Onesweep: gpuopen.com/learn/boosti...
Boosting GPU Radix Sort performance: A memory-efficient extension to Onesweep with circular buffers
Discover a high-performance, memory-efficient extension to Onesweep radix sort on GPUs, featuring circular buffers and advanced optimization techniques that reduce global memory access and improve sor...
gpuopen.com
I had the great joy to present a new PC Demo "This is Us" at Revision 2025 demoparty, with the friendly members of Exist (Guillaume, BevelledApe, Quitt, Made)! Youtube capture: www.youtube.com/watch?v=W7Om... Music (free download): soundcloud.com/alkama/this-...
"This is Us" by Exist (2nd @ Revision 2025 PC Demo Compo)
YouTube video by Alkama
youtube.com
🚀 Today is AMD RDNA 4 day! To celebrate, we've got new content on GPUOpen: 🔥 Machine-readable ISA for RDNA 3.5/4 🔥 #opensource Interactive Streaming SDK 🔥 Updates to AMF + Capsaicin Find out more: gpuopen.com/learn/new_co...
New content released on GPUOpen for AMD RDNA™ 4 on-shelf day
Learn about our updates on GPUOpen to support the release of AMD RDNA 4, plus other new content!
gpuopen.com
🔥 Don't miss the reveal of the next gen AMD Radeon RX 9000 series, along with new technologies, on February 28th at 8am ET/7am CT/5am PT. 🎉 You can watch the unveiling LIVE on the AMD Gaming YouTube channel: bit.ly/3CRgfvX
To give a bit more detail on the SPH implementation, I build a tiled hash grid, where the hash points to a 4x4x4 tile (+ some linear probing for conflict handling).
Re-wrote my acceleration structure for neighbourhood search based on some insight from @vassvik.bsky.social and got significant speedups on large fluid simulations:) Here’s ~1/2 million particles ✨
Re-wrote my acceleration structure for neighbourhood search based on some insight from @vassvik.bsky.social and got significant speedups on large fluid simulations:) Here’s ~1/2 million particles ✨