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Jakub Boksansky

@boksajak.bsky.social
685 followers 90 following 46 posts

Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.

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Jakub Boksansky @boksajak.bsky.social · 03/09/2026
F4 is auto focus. Medium format TLRs are easy to focus (image is large)
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Jakub Boksansky @boksajak.bsky.social · 07/04/2026
Details how it was created can be found in the GPU Zen 4 book!
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Jakub Boksansky @boksajak.bsky.social · 07/04/2026
A gentle reminder my MLPZen project is up on GitHub. You get: - MLP inference and training in standard HLSL, in-line anywhere in your shaders - 2D and 3D Hash-grid - Adam optimizer - Dx12 sample app - Link: github.com/boksajak/MLP... Looking forward to how people will use this!
github.com
GitHub - boksajak/MLPZen
Contribute to boksajak/MLPZen development by creating an account on GitHub.
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Jakub Boksansky @boksajak.bsky.social · 21/03/2026
If Aai hallucinator gizmos kill tech like this, I will be infinitely sad
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Jakub Boksansky @boksajak.bsky.social · 21/03/2026
Workfls for me now, if ot does not work for you, the paper is also available on arxiv
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Jakub Boksansky @boksajak.bsky.social · 20/03/2026
Love this ray tracing statue 🕺
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Jakub Boksansky @boksajak.bsky.social · 19/03/2026
features 4 bounces of light, denoiser, physically-based lighting and 1000FPS
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Jakub Boksansky @boksajak.bsky.social · 19/03/2026
I made a game! Do you like playing your favorite arcades but feel like there's not enough ray tracing? You can now play my "bin packing" classic with full path tracing. Open source and free (executables in the bin folder): github.com/boksajak/Bin...
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Jakub Boksansky @boksajak.bsky.social · 15/03/2026
My MLPZen project comes with a sample showing a simple neural texture compression (NTC). You don't need a complex vendor-locked SDK with proprietary extensions to start experimenting with NTC for your game. This project is pure DirectX 12/HLSL. Github: github.com/boksajak/MLP...
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Jakub Boksansky @boksajak.bsky.social · 28/02/2026
Hot off the press, the GPU Zen 4! You can get yours on Amazon: www.amazon.de/GPU-Zen-Adva...
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Jakub Boksansky @boksajak.bsky.social · 20/02/2026
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now. Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP... The book is available on Amazon.
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Łukasz Bogaczyński @woookie.bsky.social · 12/12/2025
Forgot to post it here, but I recently went through @boksajak.bsky.social's great Crash Course in Deep Learning. To make sure I understood everything, I implemented it in Odin. This straightforward CPU version is very slow as you might expect, but also easy to follow. github.com/wookie41/odi...
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Jakub Boksansky @boksajak.bsky.social · 12/12/2025
With interior? Is there an art gallery inside?
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Jakub Boksansky @boksajak.bsky.social · 25/11/2025
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault: tomclabault.github.io/blog/2025/re...
tomclabault.github.io
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault
Tom Clabault's website
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AMD GPUOpen @gpuopen.bsky.social · 10/11/2025
See what our research teams have been up to with our latest papers: 📝 Joint Denoising and Upscaling via Multi-branch Network. 📝 Cardioid Caustics Generation with Diffusion Models. 📝 Geometric Integration for Neural Control Variates. 📥 View here: gpuopen.com/learn/public...
gpuopen.com
Publications - AMD GPUOpen
Discover our published publications.
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Guillaume Boissé @gboisse.bsky.social · 05/11/2025
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
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Jakub Boksansky @boksajak.bsky.social · 22/10/2025
I love to plqy games with ambient occlusion only 🙉
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Jakub Boksansky @boksajak.bsky.social · 20/10/2025
One group is stochastic friendly to ray tracing while the other group is more suited to rasterization pipeline. I agree though that over time, stochastic RT approaches will universally be the high end option
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Jendrik Illner @jendrikillner.bsky.social · 20/10/2025
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
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Jakub Boksansky @boksajak.bsky.social · 18/10/2025
I have been coding in C++ for 26 years, but I admit I cannot read what this does 🤨
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AMD GPUOpen @gpuopen.bsky.social · 16/10/2025
Get up to speed with our latest advanced graphics research: 📝 GATE (Geometry-Aware Trained Encoding) for neural rendering. 📝 Real-time procedural GPU tree generation. 📝 Neural Visibility Cache for real-time light sampling. 📥 Download the papers: gpuopen.com/learn/public...
A comparison between AMD Neural Light Sampling and ReSTIR.
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Jakub Boksansky @boksajak.bsky.social · 18/08/2025
Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...
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Mike Dereviannykh @mishok43.bsky.social · 25/06/2025
I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines! Classics 😊
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Jakub Boksansky @boksajak.bsky.social · 21/06/2025
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...
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Jakub Boksansky @boksajak.bsky.social · 20/06/2025
I'll buy your book
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Jakub Boksansky @boksajak.bsky.social · 14/06/2025
This is the kind of story I needed to hear today 🙂. The power of mexican cuisine 💪
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Jakub Boksansky @boksajak.bsky.social · 10/06/2025
Just a good balance for performance. Feel free to try larger networks, but tou may need to increase number of features per level of the hashgrid as well
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Jakub Boksansky @boksajak.bsky.social · 10/06/2025
(1) Yes, we mention that as "clustering" for future work (2) We could have a fixed MLP serving as a decoder, or non-neural function reading stuff stored on geometry with GATE.
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Jakub Boksansky @boksajak.bsky.social · 10/06/2025
New papers day! Preprints of our „GATE: Geometry-Aware Trained Encoding“ to be presented at HPG and „Neural Visibility Cache for Real-Time Light Sampling“ currently on Arxiv are available here: boksajak.github.io/blog/Preprin... Kudos to co-authors Daniel Meister and Carsten Benthin. Enjoy!
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Jakub Boksansky @boksajak.bsky.social · 22/05/2025
Lol, and you need to use the advance lever to move the "film" to the next frame. Perfect for people who want the inconvenience of using film with none of the benefits. I am glad it exists and that I don't have to use it.
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Jakub Boksansky @boksajak.bsky.social · 22/05/2025
You're within the order of magnitude of quarter res still. We can agree
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Jakub Boksansky @boksajak.bsky.social · 15/04/2025
I received a patent trophy! Big thanks to my friends and colleagues who helped me along the way!
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Anton Schreiner @aschrein.bsky.social · 15/02/2025
Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.
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Jakub Boksansky @boksajak.bsky.social · 10/02/2025
as a hotfix: Try doing some programming with a truly horrible language™️ and/or platform few decades old and suddenly the modern tools will look like a blessing. For a while at least. YMMV
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MΛX @m4xc.bsky.social · 03/01/2025
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
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Eric Lengyel @ericlengyel.bsky.social · 24/12/2024
New blog post: Relativistic Quaternions I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions. terathon.com/blog/relativ...
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Jakub Boksansky @boksajak.bsky.social · 12/12/2024
yes, you cast one more shadow ray, but you may be able to forgo casting the same shadow ray second time for shading when the selected light is the same as initial candidate
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Mr Zyanide @mrzyanide.zyanidelab.com · 12/12/2024
Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving www.zyanidelab.com/semi-metalli...
zyanidelab.com
Energy Preserving Semi-Metallic BRDF
Reduce the carbon footprint of your BRDF
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Jakub Boksansky @boksajak.bsky.social · 08/12/2024
I liked the AntTweakBar. Not sure if that's still around
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Jakub Boksansky @boksajak.bsky.social · 08/12/2024
It's one of those articles I keep going back to. Great work
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François Guthmann @frguthmann.bsky.social · 04/12/2024
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy ! www.youtube.com/watch?v=sHFb... gpuopen.com/presentation...
youtube.com
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
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Froyok (Léna Piquet) @froyok.fr · 03/12/2024
I wrote a new article, this time exploring a bit how some games handle refraction. I discovered quite a few interesting tricks ! www.froyok.fr/blog/2024-12... #gamedev #rendering
froyok.fr
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
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Jakub Boksansky @boksajak.bsky.social · 18/11/2024
Remind me why folks prefer Aces tonemapper to the Reinhard (or do they)?
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Jakub Boksansky @boksajak.bsky.social · 10/11/2024
What urges you to write your own path tracer? Do you prefer your pixels home-made? Is it the thrill of GPU timeout debugging? Is it insanity? Tell me why we do it.
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Jakub Boksansky @boksajak.bsky.social · 10/11/2024
The advice I got ca. 2008 was to put network cables inside of walls when building new home, connecting all rooms for ultimate Internet access. Only if we knew the WiFi will be the future 😅
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Jacco Bikker 🎦 @jbikker.bsky.social · 09/11/2024
tiny_bvh has been updated to 0.4.0. Changes: 1. speedtest reports compiler, CPU, lib version. 2. Performance is improving but Embree remains KOTH. :( 3. New: BVH optimizer! 4. New: Better test scene now included. Win64-only; the old one remains the default. Next up: SBVH! github.com/jbikker/tiny...
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Jakub Boksansky @boksajak.bsky.social · 05/11/2024
Are you guys using HLSL 2021 in your shaders (e.g. for templates)? Is there anything preventing you from enabling HLSL2021?
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Jakub Boksansky @boksajak.bsky.social · 05/11/2024
Yeah, sorry - that's not my artifact 🙃
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Jakub Boksansky @boksajak.bsky.social · 05/11/2024
Yeah, I worked on ReSTIR in CP2077
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Jacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024
The first public release of tiny_bvh is now available from Github: github.com/jbikker/tiny... tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is! Feedback welcome.
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