Xander Berten @hellcatpnext.bsky.social · 25/09/2026I'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 080
Xander Berten @hellcatpnext.bsky.social · 15/09/2026Today i added a new example to my rendering framework, This one implements a third party rendering library (Noesis GUI). 031
Xander Berten @hellcatpnext.bsky.social · 27/05/2026From what I known it is used at some places, generated as a byproduct of the SSAO calculations, and then later used for specular occlusion and light probes/IBL. 020
Xander Berten @hellcatpnext.bsky.social · 26/05/2026This is awesome! I always felt like the shift mappings could be improved. This seems to get closer to use some sort of guiding technique to optimize shift mappings. I wonder what happens if you take Importance/Radiance into account when deciding on the shift mappings. 000
Reposted by Xander BertenJacco Bikker 🎦 @jbikker.bsky.social · 26/05/2026ReSTIR PT, by @daqilin.bsky.social Daqi Lin, Markus Kettunen and @wymancr.bsky.social Chris Wyman: research.nvidia.com/labs/rtr/pub... I3D'26.research.nvidia.comReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research<p>Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have ... 1196
Xander Berten @hellcatpnext.bsky.social · 24/05/2026Looks so good!! How many child hero samples would you use? ( if you use hero sampling ) 110
Reposted by Xander Bertenjb @jbakergraphics.bsky.social · 24/05/2026some more 2D spectral pathtracing 519031
Xander Berten @hellcatpnext.bsky.social · 11/05/2026Nice work! People have been trying to cheat their way out of this issue for some time, thats why boosted phong was a thing because with phong, the specular term just gets swallowed by the cosine at grazing angles. 100
Reposted by Xander BertenYining Karl Li @yiningkarlli.bsky.social · 09/05/2026There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface... 38019
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 28/04/2026Graphics Programming weekly - Issue 438 - April 27h, 2026 www.jendrikillner.com/post/graphic... 06119
Reposted by Xander Bertennicebyte @nicebyte.bsky.social · 12/04/2026INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.htmlgpfault.netIntroduction to Spherical Harmonics for Graphics Programmers 1027886
Reposted by Xander Bertenmamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p... 08823
Xander Berten @hellcatpnext.bsky.social · 07/04/2026Ahaaa interesting, i haven't thought of that, Ill give it a try! 010
Xander Berten @hellcatpnext.bsky.social · 07/04/2026Slang autodifferentiation is pretty cool. Neural BxDF training on the fly :)) 000
Xander Berten @hellcatpnext.bsky.social · 31/03/2026Thanks!! I have yet to do some more work before i can make a final conclusion on the timings. (I will probably add a readme with a small report later) Right now it seems the GPU version is slower due to bad occupancy of the DepthRedcution, Also yeah no GPU or CPU culling is done at the moment 100
Xander Berten @hellcatpnext.bsky.social · 30/03/2026If anyone is interested in the source: github.com/XanderBert/E...github.com 020
Xander Berten @hellcatpnext.bsky.social · 30/03/2026I'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 281
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 02/03/2026Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic... 05015
Reposted by Xander BertenMAK @makramd.bsky.social · 27/02/2026Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026 35915
Xander Berten @hellcatpnext.bsky.social · 22/02/2026Today 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. 030
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 17/02/2026Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic... 05020
Reposted by Xander Bertensaschawillems.bsky.social @saschawillems.bsky.social · 12/02/2026Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...github.com 0266
Reposted by Xander BertenAMD GPUOpen @gpuopen.bsky.social · 03/02/2026Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers: 🎇 The essential math 🎇 Camera setup, intersections, NEE, BVH 🎇 How to accelerate everything with HIPRT Find it with our papers: gpuopen.com/learn/public... 30MB PDF: gpuopen.com/download/202... 0315
Xander Berten @hellcatpnext.bsky.social · 23/01/2026I recently read this paper. Interesting idea to use infrared to decompose the lighting terms. ieeexplore.ieee.org/stamp/stamp.... 020
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 23/01/2026Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic... 15017
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 15/01/2026Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic... 07423
Reposted by Xander BertenJendrik Illner @jendrikillner.bsky.social · 07/01/2026Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic... 05324
Reposted by Xander BertenMike Turitzin @miketuritzin.bsky.social · 06/01/2026I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost! 1229055
Reposted by Xander BertenMartin Fuller @martinfuller.bsky.social · 06/01/2026GPC 2025 slides are now up! graphicsprogrammingconference.com/archive/2025/graphicsprogrammingconference.comGraphics Programming ConferenceThe Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe. 041
Reposted by Xander Bertenceruleite.bsky.social @ceruleite.bsky.social · 29/12/2025#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social and @tiagocostav.bsky.social from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!youtu.beSIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5YouTube video by SIGGRAPH Advances in Real-Time Rendering 06116
Reposted by Xander BertenAmélie Heinrich @dispatchgraph.bsky.social · 20/12/2025-- JOB SEARCH POST/RT APPRECIATED -- Hello everyone! I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧵 23817
Reposted by Xander BertenSebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".sebastianaaltonen.comNo Graphics API — Sebastian AaltonenGraphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe... 19474193
Reposted by Xander BertenJacco Bikker 🎦 @jbikker.bsky.social · 04/12/2025Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today: www.realtimerendering.com/kesen/siga20... Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding. 0215
Reposted by Xander Bertenjuliushorsthuis.bsky.social @juliushorsthuis.bsky.social · 26/11/2024Experimenting with this look for the fractals. 3175
Reposted by Xander BertenAmini Allight @amini-allight.org · 28/11/2025Dirty gamedev secret: sometimes instead of building proper debug visualizations I just dump the information to OBJ and use Blender to visualize it 😅 But now at least I know my SDF dual contouring is working 2049435
Xander Berten @hellcatpnext.bsky.social · 26/11/2025I saw some really interesting talks today! Ive learned a ton about how virtual lights can improve indoor rendering and what the pitfalls are. 020
Reposted by Xander BertenJakub 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
Xander Berten @hellcatpnext.bsky.social · 25/11/2025Implemented whitted-style ray tracing with wavelength-dependent IOR today 090
Reposted by Xander BertenGabriel Sassone @gabrielsassone.bsky.social · 23/11/2025My talk about ray-tracing is out! youtu.be/CGR1gu2KW2s?... Here I try to explain it in simple terms, while giving some historical context as well. There is also a quick RTAO implementation with the worst denoise ever here: github.com/JorenJoestar... feedback is more than welcome!youtu.beDemystifying Vulkan Ray TracingYouTube video by Conferenza Italiana sul Game Development 04211
Reposted by Xander BertenGuillaume 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
Reposted by Xander BertenOliver Franzke @p1xelcoder.bsky.social · 07/11/2025Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :) 47313