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Dieter

@dieter-debaets.bsky.social
705 followers 213 following 13 posts

Senior Rendering Engineer WetaFx Prev Unity, Graphine, Buas

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Dieter @dieter-debaets.bsky.social · 08/01/2026
New blog post is finally up: (Ab)using Shader Execution Reordering. A bit of outside the box usage of SER (for better or worse). debaetsd.github.io/posts/ser/
debaetsd.github.io
(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
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Dieter @dieter-debaets.bsky.social · 15/10/2025
lol I never saw that repo but seems somebody reversed engineered our file format :) Not sure if there is anything tech in-depth remaining after the unity acquisition (and the codecs were hardly publicly documented anyway). your paper actually references some of the founders ([HPLV12])
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Dieter @dieter-debaets.bsky.social · 15/10/2025
nice results! This is almost identical on how we used to do virtual texturing with GraniteSDK. Except it was a CPU-based custom codec (JPEG inspired with DCT/huffman/arithmetic/...) transcoding into DXT.
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Dieter @dieter-debaets.bsky.social · 13/10/2025
If you do it reversed (Belgium and NZ), these couple of weeks are actually the ones where you might be 'done for the day' before midnight :)
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Reposted by Dieter
Pema99 @pema99.bsky.social · 10/05/2025
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
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Reposted by Dieter
Arseny Kapoulkine @zeux.io · 01/04/2025
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Reposts appreciated :) zeux.io/2025/03/31/m...
zeux.io
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
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Reposted by Dieter
Yining Karl Li @yiningkarlli.bsky.social · 19/03/2025
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...
disneyanimation.com
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.
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Dieter @dieter-debaets.bsky.social · 14/01/2025
half of the vfx and/or comp artists out there 😆
media.tenor.com
a close up of a stuffed monkey wearing a green shirt and overalls making a funny face .
ALT: a close up of a stuffed monkey wearing a green shirt and overalls making a funny face .
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Dieter @dieter-debaets.bsky.social · 11/12/2024
"objects that look the same" These few words are carrying a lot of weight here :P this is either a 200 lines python script or a 2.5million LoC code base
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Dieter @dieter-debaets.bsky.social · 10/12/2024
my response to this either makes me a noob or a senior dev 😁🤷‍♂️
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Dieter @dieter-debaets.bsky.social · 06/12/2024
Me and my 700 chrome tabs agree that tabs are very useful 🙂 I just assumed people had multiple instances of the same program 🤷‍♂️ maybe so one of them can crash without taking out the other tabs or maybe it is just a vfx thing where single ops like simulation/rendering/loading/… can take minutes 😁
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Dieter @dieter-debaets.bsky.social · 06/12/2024
As cool as it looks, the main thought in my mind was ‘why’? Like, would you actually expect people to craft multiple meshes simultaneous in different tabs? Is this a real thing (and am I simply too far removed from typical day-2-day art workflows to see the practical value)?
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Dieter @dieter-debaets.bsky.social · 17/11/2024
depends on how you implement it? I use a DXC include handler in my home rendertoy to get includes and those get injected into my “asset dependency graph manager” (that is updated by change journals and/or importers etc). Works fine (though current impl might not scale to real production complexity)
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Dieter @dieter-debaets.bsky.social · 16/11/2024
You can use a custom include handler in DXC that collects the files that are included. After that it is fairly simple to build a full dependency chain (just some hashmaps often work fine since the number of shader files tends to be rather low)
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Dieter @dieter-debaets.bsky.social · 13/11/2024
It depends but often done in post I would say. Having a deep rendering/compositing pipeline, you can get insanely HQ DoF and so it give a lot of flexibility
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Dieter @dieter-debaets.bsky.social · 21/10/2024
I managed to arrive a day early on my interview for my very first job :) don't let it get to your head because at the end of the day, it is all about what you bring to the table
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