JMS55

@jms5517.bsky.social

Working on rendering for the Bevy game engine. Long form blog at https://jms55.github.io.

In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)

BildBildBild

From a technical angle, the nifty thing about this short is that it's a mix of hand-drawn 2D animation and 2D-styled CG animation rendered using Disney's Hyperion Renderer, but you can't tell at all which is which. Our artists knocked it out of the park; it's completely seamless.

BildBild

Work on Bevy Solari continues! I've been working on a unified ReSTIR-PT-ish (no hybrid shift, just reconnection) architecture that does DI+GI and diffuse+specular all in one pass, instead of the 3 separate ReSTIR DI / ReSTIR GI / Specular GI passes I used to have.

Bild

iveevi.github.io/rcgp/ Check out Venkat's work on a new graphics programming language on statically enforcing correctness of heterogeneous graphics programs (e.g., resources declared on host must match shaders at compile time). The compiler is open sourced and let us know if you have any comment!

Bild

It was (initially) mostly about efficiently using the API - TG used OpenGL at the start, so our binding model was a huge anti-pattern in Vulkan (and thus Metal). The new backend uses descriptor sets as a first-class feature, deduplicates state changes, and does less bookkeeping of object lifetimes.

AMD is partnering with Samsung to develop a multivendor DGF extension for Vulkan! Dense Geometry Format (DGF) is AMD's open standard: 🧊 Block-based geometry compression for ray tracing. 🔓 Open-source toolchain & Vulkan extension. Read more ⬇️ gpuopen.com/learn/amd-dg...

AMD DGF: An Open Geometry Compression Standard - AMD GPUOpen

AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and e...

gpuopen.com

meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!

Bild

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

Update on bsky.app/profile/jms5...: Turns out my code was bugged, and I never actually wrote to the cache... Fixing that reveals that the whole scheme was wrong anyways - conditionally replacing cache cells with RIS outputs does not give an unbiased/correct output.

JMS55@jms5517.bsky.social · 6mo ago

🧵 I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....

Anyone have examples of Material APIs they like in an engine, or links to good talks on this topic? Right now Bevy materials let you reuse host code (texture/buffer bindings), but customizing the default material is essentially "go to github and copy paste the entire shader". Not very modular.