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Ken Hu

@kenhu07.bsky.social
234 followers 659 following 8 posts

________(:з」∠)________ Graphics Programmer

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Reposted by Ken Hu
ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Yining Karl Li @yiningkarlli.bsky.social · 25/07/2026
A talk I really liked at SIGGRAPH 2026: Dreamworks presented the stylized volumetrics they used on Bad Guys 2. There's no actual volumes at all! It's all handdrawn inspired stuff: some 2D, some projected onto 3D geo. Really cool/clever stylization work! dl.acm.org/doi/10.1145/...
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Cem Yuksel @cemyuksel.com · 27/06/2026
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro...
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nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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Freya Holmér @freya.bsky.social · 17/03/2026
been feeling kinda stressed lately so I made a little prototype is this anything
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Yining Karl Li @yiningkarlli.bsky.social · 26/02/2026
This is very close to how eyes work in our pipeline. Bonus: our eye shader internally implements a variant of manifold exploration to handle eye caustics. The eye shader is literally a more advanced light transport system than the main renderer, inside of a shader, inside the main renderer.
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Simon Rodriguez @kosua20.simonrodriguez.fr · 21/02/2026
[BLOG] A frame analysis of Dark Souls III blog.simonrodriguez.fr/articles/202... A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
blog.simonrodriguez.fr
Simon Rodriguez
Renderistically - Simon Rodriguez
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ishiyama @kenha.bsky.social · 15/01/2026
レイトレアドベントカレンダー2025に投稿しました k-ishiyama.github.io/gpn/blog/202...
k-ishiyama.github.io
Volume Rendering 方程式の背景を調べる
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Lee Scheinbeim @lee.scheinbe.im · 16/01/2026
the "in engine" double fine keeper video is making me feel so affirmed right now. they solved similar problems that i've had to solve over the years in similar ways! i do actually know what i'm doing! that's nice youtu.be/VMa5xbjL3BU?...
youtu.be
In-Engine · Double Fine's Keeper - Unreal 5 Exploration
YouTube video by Double Fine
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Jorrit Rouwe @jrouwe.bsky.social · 10/01/2026
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
youtu.be
A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
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Tzu-Mao Li @tzumaoli.bsky.social · 09/01/2026
cseweb.ucsd.edu/~tzli/novelt... I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
cseweb.ucsd.edu
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Cem Yuksel @cemyuksel.com · 14/12/2025
Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering. Project Page: graphics.cs.utah.edu/research/pro... @daqilin.bsky.social @tizian.bsky.social
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Cem Yuksel @cemyuksel.com · 11/12/2025
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/
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ceruleite.bsky.social @ceruleite.bsky.social · 11/11/2025
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
youtu.be
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
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mmalex @mmalex.bsky.social · 01/11/2025
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
youtu.be
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
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Oliver Franzke @p1xelcoder.bsky.social · 27/10/2025
In order to get to the morphs we have in Keeper now I first experimented with different approaches. Here is one of the early tests in which "surflets" are used to transform from one to another mesh. I still love the "wiggly paths" during the transition.
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Freya Holmér @freya.bsky.social · 21/10/2025
I'd heard of cone stepping before, but the big question for me was whether it was even possible to generate them in real-time with jump flooding, especially cones of different sizes rather than just at different heights, and if you can scale it from 1D to 2D turns out, the answer is, yeah, you can!
a 2D proof of concept of the jump flooded cone map
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mmalex @mmalex.bsky.social · 31/10/2025
via the magic of laion_clap embeddings and umap, my live coding thingy has a sample browser at last!
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Andrew Willmott @andrewwillmott.bsky.social · 06/10/2025
I've pushed some updates to github.com/andrewwillmo... over the last weeks, including an incremental Sobol generator, some ToTriangle/ToRot variations, Gaussian walks and events, and a jitter modifier. My little test-suite GUI app for it is now online too: andrewwillmott.github.io/app/GenDistT...
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jb @jbakergraphics.bsky.social · 29/09/2025
Couple pieces about this work - about the sphere packing, using voxel "dart throwing" on the GPU: jbaker.graphics/writings/sph... about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure: jbaker.graphics/writings/dda...
jbaker.graphics
GPU Sphere Packing with Dart Throwing
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Kostas Anagnostou @kostasanagnostou.bsky.social · 21/09/2025
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
interplayoflight.wordpress.com
The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
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Christoph Kubisch @pixeljetstream.bsky.social · 10/09/2025
Anpther major update to our cluster lod ray tracing sample. Zorah scene available as glTF raw.githubusercontent.com/nvpro-sample... BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample... Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
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Kostas Anagnostou @kostasanagnostou.bsky.social · 03/09/2025
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
youtube.com
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
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Ken Hu @kenhu07.bsky.social · 12/08/2025
Somehow "Part I" of Advances in Real-Time Rendering in Games is not livestreamed while the "Part II" is...
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Stephen Hill @selfshadow.com · 10/08/2025
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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ceruleite.bsky.social @ceruleite.bsky.social · 09/08/2025
As the date for the 20th anniversary of Advances is coming, I realized some content was missing. Posted 2007 and 2008 courses online - check them out! advances.realtimerendering.com
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Ryan Schmidt @rms80.bsky.social · 07/08/2025
my UEToolbox plugin now has support for Parametric StaticMesh Assets. And it now full source is on FAB, and the code is on Github, too. And also unfortunately I have to move on to other projects :( Wrote a big ol' blog post about it all here: www.gradientspace.com/tutorials/20...
gradientspace.com
UE Toolbox Update - Parametric Assets, Open Source, and Hiatus — gradientspace
UE Toolbox has been updated with a powerful new feature - Parametric Static Mesh Asses. The FAB version has full source now, and you can also find it on Github. But, unfortunately, I also will be shel...
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Harry 💬 @halisavakis.com · 04/08/2025
Alright, due to popular demand, let's start talking about the 🎶 Beasts with the fur (with the fur) 🎶 in ✨HERDLING ✨ Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:
Screenshot from a test scene in HERDLING showing 3 fluffy beasts of different sizes (one big, one small and one medium-sized)
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Harry 💬 @halisavakis.com · 31/07/2025
I worked on HERDLING (coming out soon!) for the past ~3 years and there's a lot of tech-art goodness there, from fur and foliage to clouds and water shaders ✨ I'm planning on sharing some behind the scenes goodness, but is there anything in particular you're interested in learning more about? 👀
youtu.be
Herdling Future Games Show & Demo Trailer
YouTube video by Panic
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fabricen.bsky.social @fabricen.bsky.social · 30/07/2025
Publishing your @Desmos Graph gallery: Now with 2D and 3D graphs ! Even more convenient with the new always up-to-date URLs ;-) . Several options in the the script (e.g., default: not displaying untitled tests). github.com/FabriceNeyre... e.g., mine: evasion.inrialpes.fr/~Fabrice.Ney...
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Yining Karl Li @yiningkarlli.bsky.social · 28/07/2025
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out! github.com/jakericedesi...
github.com
GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
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Lars Thießen @larstofus.bsky.social · 27/07/2025
My new blog post is there, and it's a bit different from usual: Fixing stutters in your own code is hard enough, but this time I try to fix performance issues in a closed-source game. No source code or debug symbols, but a lot of guesswork. larstofus.com/2025/07/27/p... #gamedev #Trackmania
larstofus.com
Profiling without Source code – how I diagnosed Trackmania stuttering
A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…
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Christoph Kubisch @pixeljetstream.bsky.social · 24/07/2025
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging. github.com/nvpro-sample...
github.com
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Rob "Xemu" Fermier @xemu.bsky.social · 13/07/2025
There’s a weird pillar any time 0,0 is player visible space in System Shock for a similar reason - there are copies of particle systems floating there…
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jb @jbakergraphics.bsky.social · 11/07/2025
2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D
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Have A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 12/07/2025
I am in awe at how good Ghost Of Yōtei looks, but I have two very small pronunciation notes for my dear friends at SP: 0) 怨霊 is in no way pronounced アンリオ. Please don't 1) the game isn't called Ghost of 予定. That is a very different game where you find ways to not show up for plans with friends
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Yining Karl Li @yiningkarlli.bsky.social · 07/07/2025
At SIGGRAPH 2025, Intel, Disney, & Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Cycles, Hyperion, and Corona. I helped write the course notes: 80 pages of great stuff! Coming soon. s2025.conference-schedule.org/presentation...
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HoldimProvae @holdimprovae.bsky.social · 04/07/2025
Blind Obsession Ishmael UE5 #realtimevfx sketch I also tested #FluidNinja. YT: youtu.be/KYdI9mH4cjc AS: artstation.com/artwork/XJV5Ka #リンバスカンパニー #リンバス #LimbusCompany #림버스컴퍼니 #vfxfriday #unrealengine #UE5 #gameeffect #3Danimation #3DCG
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Nicolas Lopez @nicolas-lopez.bsky.social · 03/07/2025
Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A! youtu.be/CcYq18bkvyU?...
youtu.be
REAC 2025 Anvil Rendering Architecture.
YouTube video by Rendering Engine Architecture Conference
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Lionel Lemarié @hikey.org · 28/06/2025
The photon debugging view is working pretty well now. I can navigate the scene to look at the paths, bounces and final photon positions - along with a preview of their impact on the scene. #metalrt #rendering
A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing a trace of the path of each photon.A single small area light on the back wall is shooting photons into the scene, bouncing through the colored glass dragon and hitting the walls and floor. This is showing just the final photon positions and flux.Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Sponza scene, illuminated by 'physical' photons shot from a point light inside a colored glass dragon. Showing the traced paths.
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Keenan Crane @keenancrane.bsky.social · 28/06/2025
Quick “teaser” for a fun #SIGGRAPH2025 project, led by Hossein Baktash, on optimizing a shape to have the desired rolling statistics. Basically we can turn arbitrary objects into fair dice, or make dice which capture the statistics of other objects—like several coin flips.
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Jendrik Illner @jendrikillner.bsky.social · 24/06/2025
Graphics Programming weekly - Issue 396 - June 22nd, 2025 www.jendrikillner.com/post/graphic...
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Cem Yuksel @cemyuksel.com · 23/06/2025
Our #SIGGRAPH2025 paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions. The project page has a 2D demo with source code and more details: graphics.cs.utah.edu/research/pro...
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Vlad Erium 🇯🇵 @shamanix.bsky.social · 19/06/2025
Histogram Stratification for Spatio-Temporal Reservoir Sampling Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski (Max Planck Institute for Informatics, Germany & Intel, France) iribis.github.io/publication/...
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Freya Holmér @freya.bsky.social · 16/06/2025
integrating a cat tunnel into my furniture island might be the best idea I've ever had
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Emilio López @redorav.bsky.social · 16/06/2025
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p... Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social‬ and @angelortiz.bsky.social‬ for the help and encouragement
elopezr.com
The Art Of Packing Data
The packing of data is good practice for many reasons, including disk space and efficient RAM or cache access. If we know the meaning of data we can often narrow down the range and precision, makin…
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