Pablo Delgado

@pablode.bsky.social

Rendering @ Chaos. Personal projects: github.com/pablode

Implemented some basic 'primvar analysis' in Gatling. The idea is to detect patterns in secondary primvars (not part of vertex layout) and modify data & interpolation. For now, just checking for constant values, which is surprisingly effective for some assets.

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This weekend I added support for the MaterialX <time> and <frame> nodes to Gatling. Procedural materials can now be animated over time, such as this clock authored by Roberto Ziche:

Finally finished Gatling's Metal backend! Here's a teaser of NVIDIA's USD / MDL sample scene 'Attic' running on macOS. What's special about the backend is probably that it uses the same GLSL code as the Vulkan backend, complete with hardware ray tracing. How does that work?

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Btw, a few weeks ago I released a small plugin for usdview. It allows inspection of UsdShade networks using a custom Qt node graph. It’s open source, lightweight and simple to install.

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We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website: www.disneyanimation.com/publications...

Walt Disney Animation Studios - Publications

We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.

disneyanimation.com

Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material. (Created by Oliver Markowski with Houdini, link see below ⬇️)

Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)

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