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Vincent Pancaldi

@sota.fr
107 followers 421 following 4 posts

Graphics programmer @Ubisoft R&D on Snowdrop global illumination

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Reposted by Vincent Pancaldi
Jiayin Cao @jiayincao.bsky.social · 10/05/2025
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...
agraphicsguynotes.com
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
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Reposted by Vincent Pancaldi
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 Vincent Pancaldi
Omar @ocornut.bsky.social · 25/11/2024
Some news for Lizardcube / @lizardcube.bsky.social fans. I am grateful and happy of the journey we started 9 years ago. I am starting a new game/tech structure called Disco Hello / @discohello.bsky.social 🪩
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Reposted by Vincent Pancaldi
Jacco Bikker 🎦 @jbikker.bsky.social · 07/11/2024
Just learned on 'the other side' that source code for the EON rough diffuse BRDF model has been released on GitHub by Arnold's Jamie Portsmouth: github.com/portsmouth/E...
github.com
GitHub - portsmouth/EON-diffuse: Source code for the EON rough diffuse BRDF model
Source code for the EON rough diffuse BRDF model. Contribute to portsmouth/EON-diffuse development by creating an account on GitHub.
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Reposted by Vincent Pancaldi
Kostas Anagnostou @kostasanagnostou.bsky.social · 06/11/2024
This is a great presentation of the journey to use ML to improve GI in a shipped game. This is exactly the kind of NN applications that I find appealing, small NNs to improve specific parts of rendering systems. advances.realtimerendering.com/s2024/conten...
advances.realtimerendering.com
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Reposted by Vincent Pancaldi
Jendrik Illner @jendrikillner.bsky.social · 30/10/2024
Graphics Programming weekly - Issue 363 - October 27th, 2024 www.jendrikillner.com/post/graphic...
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Reposted by Vincent Pancaldi
Krzysztof Narkowicz @knarkowicz.bsky.social · 30/10/2024
MegaLights release took me a bit by surprise. It was just a small prototype on a backburner, not planned to be showcased in UE 5.5. Now trying to catch up after the demo push, starting from writing the official docs which just went online: dev.epicgames.com/documentatio...
dev.epicgames.com
MegaLights in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
A whole new direct lighting path to place many dynamic and shadowed area lights in an Unreal Engine scene.
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Reposted by Vincent Pancaldi
Jacco Bikker 🎦 @jbikker.bsky.social · 30/10/2024
The first public release of tiny_bvh is now available from Github: github.com/jbikker/tiny... tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is! Feedback welcome.
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