Jakub Boksansky @boksajak.bsky.social · 03/09/2026F4 is auto focus. Medium format TLRs are easy to focus (image is large) 000
Jakub Boksansky @boksajak.bsky.social · 07/04/2026Details how it was created can be found in the GPU Zen 4 book! 000
Jakub Boksansky @boksajak.bsky.social · 07/04/2026A 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.comGitHub - boksajak/MLPZenContribute to boksajak/MLPZen development by creating an account on GitHub. 1102
Jakub Boksansky @boksajak.bsky.social · 21/03/2026If Aai hallucinator gizmos kill tech like this, I will be infinitely sad 020
Jakub Boksansky @boksajak.bsky.social · 21/03/2026Workfls for me now, if ot does not work for you, the paper is also available on arxiv 010
Jakub Boksansky @boksajak.bsky.social · 19/03/2026features 4 bounces of light, denoiser, physically-based lighting and 1000FPS 010
Jakub Boksansky @boksajak.bsky.social · 19/03/2026I 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... 2115
Jakub Boksansky @boksajak.bsky.social · 15/03/2026My 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... 095
Jakub Boksansky @boksajak.bsky.social · 28/02/2026Hot off the press, the GPU Zen 4! You can get yours on Amazon: www.amazon.de/GPU-Zen-Adva... 0110
Jakub Boksansky @boksajak.bsky.social · 20/02/2026I 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. 0387
Reposted by Jakub BoksanskyŁukasz Bogaczyński @woookie.bsky.social · 12/12/2025Forgot 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... 111
Jakub Boksansky @boksajak.bsky.social · 25/11/2025This 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 04312
Reposted by Jakub BoksanskyAMD GPUOpen @gpuopen.bsky.social · 10/11/2025See 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.comPublications - AMD GPUOpenDiscover our published publications. 1174
Reposted by Jakub BoksanskyGuillaume Boissé @gboisse.bsky.social · 05/11/2025New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i... 111438
Jakub Boksansky @boksajak.bsky.social · 22/10/2025I love to plqy games with ambient occlusion only 🙉 120
Jakub Boksansky @boksajak.bsky.social · 20/10/2025One 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 030
Reposted by Jakub BoksanskyJendrik Illner @jendrikillner.bsky.social · 20/10/2025Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic... 06625
Jakub Boksansky @boksajak.bsky.social · 18/10/2025I have been coding in C++ for 26 years, but I admit I cannot read what this does 🤨 120
Reposted by Jakub BoksanskyAMD GPUOpen @gpuopen.bsky.social · 16/10/2025Get 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... 03410
Jakub Boksansky @boksajak.bsky.social · 18/08/2025Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00... 1318
Reposted by Jakub BoksanskyMike Dereviannykh @mishok43.bsky.social · 25/06/2025I 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 😊 051
Jakub Boksansky @boksajak.bsky.social · 21/06/2025I 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... 182
Jakub Boksansky @boksajak.bsky.social · 14/06/2025This is the kind of story I needed to hear today 🙂. The power of mexican cuisine 💪 010
Jakub Boksansky @boksajak.bsky.social · 10/06/2025Just 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 000
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. 000
Jakub Boksansky @boksajak.bsky.social · 10/06/2025New 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! 2133
Jakub Boksansky @boksajak.bsky.social · 22/05/2025Lol, 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. 000
Jakub Boksansky @boksajak.bsky.social · 22/05/2025You're within the order of magnitude of quarter res still. We can agree 020
Jakub Boksansky @boksajak.bsky.social · 15/04/2025I received a patent trophy! Big thanks to my friends and colleagues who helped me along the way! 1260
Reposted by Jakub BoksanskyAnton Schreiner @aschrein.bsky.social · 15/02/2025Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc. 182
Jakub Boksansky @boksajak.bsky.social · 10/02/2025as 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 140
Reposted by Jakub BoksanskyMΛX @m4xc.bsky.social · 03/01/2025After 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 :) 0394
Reposted by Jakub BoksanskyEric Lengyel @ericlengyel.bsky.social · 24/12/2024New 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... 0254
Jakub Boksansky @boksajak.bsky.social · 12/12/2024yes, 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 040
Reposted by Jakub BoksanskyMr Zyanide @mrzyanide.zyanidelab.com · 12/12/2024Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving www.zyanidelab.com/semi-metalli...zyanidelab.comEnergy Preserving Semi-Metallic BRDFReduce the carbon footprint of your BRDF 1448
Jakub Boksansky @boksajak.bsky.social · 08/12/2024I liked the AntTweakBar. Not sure if that's still around 120
Jakub Boksansky @boksajak.bsky.social · 08/12/2024It's one of those articles I keep going back to. Great work 000
Reposted by Jakub BoksanskyFrançois Guthmann @frguthmann.bsky.social · 04/12/2024The 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.comOccupancy Explained Through the AMD RDNA™ ArchitectureYouTube video by Graphics Programming Conference 07623
Reposted by Jakub BoksanskyFroyok (Léna Piquet) @froyok.fr · 03/12/2024I 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 #renderingfroyok.frRefracting Pixels | Froyok - Léna PiquetWhat 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 ... 1122372
Jakub Boksansky @boksajak.bsky.social · 18/11/2024Remind me why folks prefer Aces tonemapper to the Reinhard (or do they)? 220
Jakub Boksansky @boksajak.bsky.social · 10/11/2024What 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. 8211
Jakub Boksansky @boksajak.bsky.social · 10/11/2024The 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 😅 100
Reposted by Jakub BoksanskyJacco Bikker 🎦 @jbikker.bsky.social · 09/11/2024tiny_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... 2234
Jakub Boksansky @boksajak.bsky.social · 05/11/2024Are you guys using HLSL 2021 in your shaders (e.g. for templates)? Is there anything preventing you from enabling HLSL2021? 100
Reposted by Jakub BoksanskyJacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024The 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. 69730