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A journey into rendering

Auzaiffe trying to push pixels to the screen.

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Sample Decorrelation in BRDF Preconvolution for Image Based Lighting

Introduction During my time as a member of the HDRP team at Unity, one of the systems I contributed to was the split-sum approximation-based image-based lighting, more precisely for the Sheen lighting model (rough cloths), back in 2018. Recently, while implementing IBL for the engine I m building at my job, I revisited the HDRP code Continue reading Sample Decorrelation in BRDF Preconvolution for…

Mapping FFTs to a Sphere: An Unexpected Journey

Recently, my colleague Jonathan Dupuy and I, published a paper called Concurrent Binary Trees for Large-Scale Game Components (details here). To showcase our technique, we ve developed and released a demo. It renders 1:1 scale planets at 250+ FPS on a PS5 grade GPU (AMD 6650 XT). The executable demonstrates the technique on two planets that Continue reading Mapping FFTs to a Sphere: An Unexpected…

VNDF importance sampling for an isotropic Smith-GGX distribution

In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn t require building a local basis. Here is the HLSL implementation: Where wi is the view vector in world space, n the normal in world space, Continue reading VNDF importance sampling for an isotropic Smith-GGX…

Digital Dragons 2019

Earlier this week, I had the chance to attend the Digital Dragons Game Dev conference. It happened to be my first time in poland and it was pretty cool to get an occasion to visit a new country (I also had a mind blown moment when I understood why the conference is named Digital Dragons ). Continue reading Digital Dragons 2019

A hybrid rendering pipeline for realtime rendering: (When) is raytracing worth it?

First of all, let s be clear about this: in this blog I am only expressing my personal opinion (not my employer s). As a result of my experience, it is then by definition subjective (sometimes even wrong). However, the goal here is to rationalize it. Okay, let s talk about the herd of elephants in the room. Continue reading A hybrid rendering pipeline for realtime rendering: (When) is raytracing…

A hybrid rendering pipeline for realtime rendering: Introduction

This post is not technical, it is just an introduction to what I ll be presenting in upcoming ones. Last year, I joined Unity technologies as a Graphics Engineer and more precisely the High Definition Render Pipeline (HDRP) team. The ambition was to investigate and see what were the options to benefit from the recently announced Continue reading A hybrid rendering pipeline for realtime rendering:…