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/

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

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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.

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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!

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