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Mike Dereviannykh

@mishok43.bsky.social
99 followers 354 following 31 posts

CG&AI PhD Student @KIT Now at Reality Lab, Meta ex-EagleDynamics, ex-WellDone Games mishok43.com

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Reposted by Mike Dereviannykh
Valentin Deschaintre @vdeschaintre.bsky.social · 13/08/2025
I will be presenting in the 10.30 session in room 208-209. I will share thoughts about implicit/generative and explicit appearance representations. See you there if that sounds interesting!
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Mike Dereviannykh @mishok43.bsky.social · 13/08/2025
In just less than an hour we'll present "Neural Two-Level Monte Carlo Real-Time Rendering" on SIGGRAPH 2025 at "Best of Eurographics" session Please join us, it'll be fun! 😊 🏠Room 208-209 🕜10:30-11:30
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Reposted by Mike Dereviannykh
Christoph Peters @momentsingraphics.bsky.social · 03/08/2025
Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH 2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers. momentsingraphics.de/Siggraph2025...
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Mike Dereviannykh @mishok43.bsky.social · 28/07/2025
Done, thank you so much for the info!
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Mike Dereviannykh @mishok43.bsky.social · 28/07/2025
And it's a fantastic coincidence that I'm already next to Vancouver and don't need to suffer from jet lag the 2nd time... a horrible thing
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Mike Dereviannykh @mishok43.bsky.social · 28/07/2025
Session's time and location for your schedule: s2025.conference-schedule.org/presentation...
s2025.conference-schedule.org
Presentation - SIGGRAPH 2025 Conference Schedule
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Mike Dereviannykh @mishok43.bsky.social · 28/07/2025
Big news! The Eurographics Association invited us to present our work "Neural Two-Level Monte Carlo Real-Time Rendering" at #SIGGRAPH2025 🎉 Super honored - my first SIGGRAPH! Let’s discuss neural & real-time rendering, grab a coffee, or just hang out - feel free to leave a DM
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Mike Dereviannykh @mishok43.bsky.social · 26/07/2025
Just joined RealityLabs at Meta to do some real-time neural rendering research. Unfortunately without a 9- digits compensation package, but WIP 😁 I'm in the Redmond office, but already visited Seattle. If you wanna grab ☕ - DMs are opened
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Mike Dereviannykh @mishok43.bsky.social · 25/06/2025
Currently, the issue with efficient spatial encoding is more or less resolved (iNGP or the new GATE by @boksajak.bsky.social ) But it's not the case for the directional domain at all. Despite its importance for the unbiased rendering, Cache-Based Resampling and 2-Level Monte-Carlo Estimator
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Mike Dereviannykh @mishok43.bsky.social · 25/06/2025
To be completely honest, it's a equal-time-comparison: 3SPP vs 1SPP+25 Neural Resamples I believe we should invest more resources in more rapid adaptivity of neural caches and more aggressive quantizations, so we could deliver it to production real-time rendering
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Mike Dereviannykh @mishok43.bsky.social · 25/06/2025
It's a cool work which deserve a lot attentions from real-time rendering community! Previously I've got a little bit of time to conduct similar experiments on top of our NIRC, as each additional neural sample costs just pure tensor FLOPs ~ 1.5ms on 4080 1 spp vs 1 spp + 25 cache resamples
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Mike Dereviannykh @mishok43.bsky.social · 25/06/2025
I 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 😊
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Mike Dereviannykh @mishok43.bsky.social · 06/06/2025
Hmmm, 1 min sounds amazing, I didn't expect such speed!
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Mike Dereviannykh @mishok43.bsky.social · 04/06/2025
Congrats to you and to the whole team! I've got a question: basically the volumetric blocks don't have any transparency, do they? And you rely on pruning to make them look right because of it?
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Mike Dereviannykh @mishok43.bsky.social · 17/05/2025
Thanks 🥳
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Reposted by Mike Dereviannykh
Valentin Deschaintre @vdeschaintre.bsky.social · 13/05/2025
I was very honoured to receive one of the two Eurographics Young Researcher Award 2025 yesterday! This is the combination of the work of many people, mentors, collaborators, students, friends who trusted me and taught me so much along the way!
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Mike Dereviannykh @mishok43.bsky.social · 17/05/2025
Huge congrats, Valentin! 100% Deserved
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Mike Dereviannykh @mishok43.bsky.social · 16/05/2025
If you've missed the paper, just check it out: mishok43.github.io/nirc/ And feel free to reach out to me, if you wanna help me with pushing forward the neural rendering for real-time applications
mishok43.github.io
Neural Two-Level Monte Carlo Real-Time Rendering
Efficient real-time global illumination rendering using Neural Incident Radiance Cache combined with Two-Level Monte Carlo. By Mikhail Dereviannykh, Dmitrii Klepikov, Johannes Hanika, and Carsten Dach...
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Mike Dereviannykh @mishok43.bsky.social · 16/05/2025
We've received an "Honorable Mention" at the Eurographics 2025 for our work on "Neural Two-Level Monte Carlo Real-Time Rendering" in London! 🥳 Huge thanks to everyone who supported me along the way, and to the EG chairs, committee, and organizers for this recognition
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Mike Dereviannykh @mishok43.bsky.social · 15/05/2025
That's what I mean by the lack of compute
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Mike Dereviannykh @mishok43.bsky.social · 15/05/2025
If you're interested in something like AlphaEvolve but focused on CG, GameDev, or offline rendering, feel free to reach out. I’ve been leading research in this space with strong results so far. But we need support with compute, expertise and even maybe with engineering
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
And of course, huge thanks to my amazing co-authors — Dmitrii Klepikov, Johannes Hanika, Carsten Dachsbacher — and industry friends @kaplanyan.bsky.social , Sebastian Herholz, @momentsingraphics.bsky.social, who helped me on the way!
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
But there are so many other cool questions that we tried to cover So please check out our webpage, demo videos, and paper itself: mishok43.github.io/nirc/ 📍I’ll be at Eurographics next week in London — if you're around and want to talk rendering, AI, or just grab coffee, DM me!
mishok43.github.io
Neural Two-Level Monte Carlo Real-Time Rendering
Efficient real-time global illumination rendering using Neural Incident Radiance Cache combined with Two-Level Monte Carlo. By Mikhail Dereviannykh, Dmitrii Klepikov, Johannes Hanika, and Carsten Dach...
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
In equal-time comparisons, NIRC achieves surprisingly cool results both in the biased and unbiased cases But yeah... variance may increase next to foliage, brush, trees🌿 — still the eternal pain in CG 😅
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
Using Two-Level Monte Carlo, we can debias NIRC while still cutting variance — thanks to fast cache sampling - dozens of times for the cost of 1 real path It works like (N)CV, but doesn't introduce any architectural constraints! No need to train Normalizing Flows on-the-fly
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
Another positive scalability property: deeper MLPs do improve quality here Downside: not all scenes benefit from it (esp. with high-variance MC estimator. must be further researched)
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
And we got basically classical Monte-Carlo integration, but over the neural domain! But it scales pretty well with the number of neural samples!
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
NIRC amortizes iNGP costs via task-reformulation: from outgoing to incident radiance 1. Use hash-grid on surface point → get latent light rep 2. Sample incoming dirs via BSDF 3. Decode radiance using MLPs (per-dir) The more directions, the more we leverage GPU tensor FLOPS 💥
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
Inspired by NRC + iNGP’s adaptivity from amazing Tomas Müller, Christoph Schied, Jan Novák, Alex Evans and et al, but found key limits: – Up to 70% time spent on iNGP → memory-bound – MLP depth ≠ sign. better quality → poor FLOPs scaling – Biased for specular & detailed BSDFs with normals
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Mike Dereviannykh @mishok43.bsky.social · 11/05/2025
🚨 CG Paper, EG 2025 As scenes & lighting in games grow in complexity, we introduce Neural Incident Radiance Cache (NIRC) – a real-time, online-trainable cache that: 🚄 Costs just ~1ms/neural-sample for 1080p ☘️ Decreases MC variance 🥳 Saves on bounces www.youtube.com/watch?v=Y791...
youtube.com
Neural Two-Level Monte Carlo Real-Time Rendering
YouTube video by Mike Derevyannykh
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Reposted by Mike Dereviannykh
Shannon Woods 🦡🖥️👾 @shannonin3d.bsky.social · 04/04/2025
I've finally gotten a chance to put together an in-depth introduction to neural graphics for beginners in Slang using a simplified version of our 2D Gaussian splatting example! shader-slang.org/blog/2025/04...
shader-slang.org
Neural Graphics in an Afternoon
In this article, I’ll show you how to write your first neural graphics program with Slang and SlangPy by walking through our 2D Gaussian Splatting example.
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Mike Dereviannykh @mishok43.bsky.social · 14/04/2025
I believe you significantly underestimate the employees' benefits...
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Reposted by Mike Dereviannykh
Anton @antonhand.bsky.social · 12/04/2025
Reality labs had 17k employees in 2022. 17k employees times say... $130k a year (avg fb salary) is 2.2 billion a year. So 10+ bil of the 45 in salary. Then the office / Benefit costs. Then whatever it costs to make crazy AR glass prototypes with 10k/unit screens. All the AI build-out/compute.
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Reposted by Mike Dereviannykh
Nathan Hoobler @hoobler.net · 16/03/2025
To anyone at GDC interested in neural rendering/texture compression: Alexey Panteleev is speaking tomorrow at 9:30am on how the new Cooperative Vector functionality in HLSL was used to implement the RTXNTC library. Start your week off strong! schedule.gdconf.com/session/adva...
schedule.gdconf.com
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Mike Dereviannykh @mishok43.bsky.social · 20/02/2025
Stay tuned if you're interested in something like this but in a more applied domain We've been working on it already for a while 😊
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Reposted by Mike Dereviannykh
Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 19/02/2025
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
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Mike Dereviannykh @mishok43.bsky.social · 20/02/2025
Cool work! Congrats, Bart
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Mike Dereviannykh @mishok43.bsky.social · 09/02/2025
I still don't know frankly speaking... Sometimes I feel that if you're 100% into AI, there's almost no reason to use bsky but sometimes I can find here pretty useful posts about Computer Graphics and Rendering overall
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Reposted by Mike Dereviannykh
Jonathan Stone @sheriffstone.bsky.social · 20/11/2024
It would be amazing to see the computer graphics community engage on Bluesky, so here's a starter pack for those who might be interested in joining in: go.bsky.app/K8ZL1kq
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