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Xander Berten

@hellcatpnext.bsky.social
584 followers 164 following 60 posts

- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship/job 🇧🇪in🇨🇿 Portfolio: xanderbert.github.io/portfolio Blog: xanderbert.github.io

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Xander Berten @hellcatpnext.bsky.social · 25/09/2026
I've been working on a new portfolio site, and somehow i decided to build a ray-marcher inside of it. Shaders are written with slang. Those are being cross-compiled to WGSL (WebGPU) and GLSL (WebGL fallback). here are some debug views that can be viewed from the site
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Xander Berten @hellcatpnext.bsky.social · 15/09/2026
Today i added a new example to my rendering framework, This one implements a third party rendering library (Noesis GUI).
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Xander Berten @hellcatpnext.bsky.social · 27/04/2026
I think the game jam got out of hand....
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Xander Berten @hellcatpnext.bsky.social · 07/04/2026
Slang autodifferentiation is pretty cool. Neural BxDF training on the fly :))
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Xander Berten @hellcatpnext.bsky.social · 30/03/2026
I've been working on comparing 3 Direct Shadow Techniques. 1) CPU Cascade's 2) Compute Cascade's: Calculating the cascades based on the current depth. 3) Using RayTracing
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Xander Berten @hellcatpnext.bsky.social · 22/02/2026
Today i added Temporal Accumulation in my GTAO Implementation. I used Interleaved Gradient Noise as a low discrepancy noise. I could practically halve the render time, while still having better results. Here is a comparison with and without: it's with 2 hemisphere slices and 4 samples each.
Temporalnon-Temporal
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Xander Berten @hellcatpnext.bsky.social · 23/01/2026
I recently read this paper. Interesting idea to use infrared to decompose the lighting terms. ieeexplore.ieee.org/stamp/stamp....
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Xander Berten @hellcatpnext.bsky.social · 10/01/2026
Anddd We have NEE and MIS implemented
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Xander Berten @hellcatpnext.bsky.social · 30/11/2025
Game Jam progress :)))
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Xander Berten @hellcatpnext.bsky.social · 26/11/2025
I saw some really interesting talks today! Ive learned a ton about how virtual lights can improve indoor rendering and what the pitfalls are.
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Xander Berten @hellcatpnext.bsky.social · 25/11/2025
Implemented whitted-style ray tracing with wavelength-dependent IOR today
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Xander Berten @hellcatpnext.bsky.social · 07/11/2025
RayTraced AO 😍
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Xander Berten @hellcatpnext.bsky.social · 28/12/2024
First time implementing something from a Research Paper. At first it looked really scary but after rereading the paper a few times i got it. Here is my implementation of GTAO (Ground Truth Ambient Occlusion) I had a blast doing this and even got more interested in everything around radiology.
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Xander Berten @hellcatpnext.bsky.social · 15/12/2024
Another day another SSAO, But this time in the Forge Framework. Its been pretty fun to learn the Forge framework and what the differences are to my own "framework".
SSAOSSAO + Color
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Xander Berten @hellcatpnext.bsky.social · 30/11/2024
Work in progress on our group project game. Its going pretty good!
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Xander Berten @hellcatpnext.bsky.social · 20/11/2024
Here are some better screenshots of my Compute SSAO. I am so happy i got it to work!!! Its based on a technique described by Wojciech Sterna in GPU Zen 1 On that note i am still looking for a Internship in Graphics Programming. Does anybody have some recommendations where i could apply to?
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Xander Berten @hellcatpnext.bsky.social · 18/11/2024
Alright, Fast SSAO with Compute shaders Up and running! I am sooo happy!! The big problem was a wrongish viewPosition conversion from my downsampled DepthBuffer, The Z range wasn't really correct.
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Xander Berten @hellcatpnext.bsky.social · 15/11/2024
Hmmmm My Compute SSAO is getting somewhere, I still have a error in my calculations causing some weird artifacts and errors but i am sure ill get them out.
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Xander Berten @hellcatpnext.bsky.social · 29/10/2024
Yeaayyy new pixel coloring book!!! I am doing research on SSAO for my Bachler thesis, Going to start with the chapter on SSDO in this book.
GPU Pro Book
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Xander Berten @hellcatpnext.bsky.social · 25/10/2024
I made some better abstractions for color/depth attachments. I now store my Normals in my g-buffer properly. Another step closer to Compute SSAO
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Xander Berten @hellcatpnext.bsky.social · 20/10/2024
Compute Blur go BRRRRR I am working on a Compute SSAO in my custom shader editor. the foundation is setup for the algo to be written!
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