I've been working on a new portfolio site, and somehow i decided to build a ray-marcher inside of it. Shaders are written with slang. Those are being cross-compiled to WGSL (WebGPU) and GLSL (WebGL fallback). here are some debug views that can be viewed from the site
Xander Berten
@hellcatpnext.bsky.social
- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship/job 🇧🇪in🇨🇿 Portfolio: https://xanderbertenportfolio.wordpress.com/ Blog: https://xanderbert.github.io/
Today i added a new example to my rendering framework, This one implements a third party rendering library (Noesis GUI).
ReSTIR PT, by @daqilin.bsky.social Daqi Lin, Markus Kettunen and @wymancr.bsky.social Chris Wyman: research.nvidia.com/labs/rtr/pub... I3D'26.
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research
<p>Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have ...
research.nvidia.com
There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface...
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
Slang autodifferentiation is pretty cool. Neural BxDF training on the fly :))
I've been working on comparing 3 Direct Shadow Techniques. 1) CPU Cascade's 2) Compute Cascade's: Calculating the cascades based on the current depth. 3) Using RayTracing
Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026
Today i added Temporal Accumulation in my GTAO Implementation. I used Interleaved Gradient Noise as a low discrepancy noise. I could practically halve the render time, while still having better results. Here is a comparison with and without: it's with 2 hemisphere slices and 4 samples each.
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
github.com
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers: 🎇 The essential math 🎇 Camera setup, intersections, NEE, BVH 🎇 How to accelerate everything with HIPRT Find it with our papers: gpuopen.com/learn/public... 30MB PDF: gpuopen.com/download/202...
I recently read this paper. Interesting idea to use infrared to decompose the lighting terms. ieeexplore.ieee.org/stamp/stamp....
I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social and @tiagocostav.bsky.social from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
-- JOB SEARCH POST/RT APPRECIATED -- Hello everyone! I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧵
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
sebastianaaltonen.com
Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today: www.realtimerendering.com/kesen/siga20... Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.