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Navonil (Neil) Mukherjee

@wedusk.bsky.social
289 followers 53 following 8 posts

Graphics research @Qualcomm. Ray tracing fanatic, neural rendering afficionado, math nerd, Crysis cultist. Personal opinions only. RT != endorsements. (He/Him) Twitter account: @wedusk101

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Reposted by Navonil (Neil) Mukherjee
MΛX @m4xc.bsky.social · 25/01/2025
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...
m4xc.dev
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
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Aras Pranckevičius @aras-p.bsky.social · 16/01/2025
So... instead of doing anything useful today... I made Blender VSE timeline run Doom. www.youtube.com/watch?v=Y2iD...
youtube.com
Doom running in Blender Video Sequence Editor timeline
YouTube video by Aras Pranckevičius
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Reposted by Navonil (Neil) Mukherjee
Tim Oxley @timoxley.bsky.social · 03/01/2025
Ah this is neat! An open source library for accurately simulating colour mixing in pigments scrtwpns.com/mixbox/ Video below from the author explaining how/why every digital painting app gets this wrong by mixing colours additively, like lights
youtube.com
Talk - Practical Pigment Mixing for Digital Painting
YouTube video by Secret Weapons
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Reposted by Navonil (Neil) Mukherjee
Alex Battaglia @dachsjaeger.bsky.social · 21/12/2024
I am privileged to have sat down with @jimkjellin.bsky.social and Andreas Larsson from Machine Games and @geforce-jacobf.bsky.social to talk about the tech behind Indiana Jones and The Great Circle on PC. How was full RT integrated? RTGI? A lot of awesome info here! Enjoy! youtu.be/k2SBZSm2mOw?...
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Jon Barron @jonbarron.bsky.social · 11/12/2024
I've never seen a more polished paper teaser video than this one. The 3D Gaussians even cast shadows! fnzhan.com/Evolutive-Re...
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Romain Guy @romainguy.dev · 04/12/2024
In Filament we use a technique similar to Doom's (the linked comment should interest you). We only allow one layer of refraction however for performance reasons. Refractive objects neither opaque nor transparent, we just draw them between those passes. github.com/google/filam...
github.com
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Froyok (Léna Piquet) @froyok.fr · 03/12/2024
I wrote a new article, this time exploring a bit how some games handle refraction. I discovered quite a few interesting tricks ! www.froyok.fr/blog/2024-12... #gamedev #rendering
froyok.fr
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
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andrewmac @andrewmac.bsky.social · 28/11/2024
I built a basic compute raytracer in Unity to test and play with @jbikker.bsky.social's tinybvh. I think it's a good example of utilizing the library as well as a decent starting point for anyone interested in building a wavefront pathtracer in Unity. github.com/andr3wmac/un...
github.com
GitHub - andr3wmac/unity-tinybvh: An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions.
An example implementation for tinybvh in Unity and a foundation for building compute based raytracing solutions. - andr3wmac/unity-tinybvh
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Reposted by Navonil (Neil) Mukherjee
Yining Karl Li @yiningkarlli.bsky.social · 27/11/2024
So Disney Animation has this awesome interactive page that describes at a high level how we make our movies, and now that Moana 2 is out in theaters today, the page has been updated with Moana 2 stuff. Check it out! disneyanimation.com/process
disneyanimation.com
Filmmaking Process - Moana 2
From sequence to shot to frame, explore our studio pipeline.
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Reposted by Navonil (Neil) Mukherjee
Morten Vassvik @vassvik.bsky.social · 24/11/2024
A while ago I did a writeup on some interesting observations I've made with regards to the Jacobi method, in particular for numerically solving the Poisson equation. It's not too flashy, but you might find it interesting. Fancy recurrence relations inside! gist.github.com/vassvik/4044... #math
media.tenor.com
a black background with a few white spots on it
Alt: The Jacobi method is typically quite slow and useless in isolation, but it has lot of interesting properties that's useful in other contexts, so it's worth studying.
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Reposted by Navonil (Neil) Mukherjee
Daniel Holden @theorangeduck.bsky.social · 23/11/2024
My latest article is about one of my favorite techniques in graphics - Müller's method of Polar Decomposition. It also details some variations, including one which is ~2x faster to compute with more regular convergence. theorangeduck.com/page/variati...
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Navonil (Neil) Mukherjee @wedusk.bsky.social · 21/11/2024
Lumen + HDR = 😍
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Reposted by Navonil (Neil) Mukherjee
dannyodwyer @dannyodwyer.bsky.social · 15/11/2024
I cannot tell you how much work this was. I hope everyone enjoys it. There's some insane stuff in here. Half-Life 2: 20th Anniversary Documentary youtu.be/YCjNT9qGjh4
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Michael J. Black @michael-j-black.bsky.social · 20/11/2024
For those who missed this post on the-network-that-is-not-to-be-named, I made public my "secrets" for writing a good CVPR paper (or any scientific paper). I've compiled these tips of many years. It's long but hopefully it helps people write better papers. perceiving-systems.blog/en/post/writ...
perceiving-systems.blog
Writing a good scientific paper
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Reposted by Navonil (Neil) Mukherjee
Kostas Anagnostou @kostasanagnostou.bsky.social · 20/11/2024
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation..., they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupa...
gpuopen.com
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Adam Marrs @acmarrs.bsky.social · 20/11/2024
Essential learning: intro-to-restir.cwyman.org
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Emilio López @redorav.bsky.social · 19/11/2024
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed. github.com/redorav/hlslpp
github.com
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
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Kostas Anagnostou @kostasanagnostou.bsky.social · 19/11/2024
Short but interesting presentation on reading and understanding AMD GPU (GCN) ISA: slides drive.google.com/file/d/1O9yT..., recording youtube.com/watch?v=HYrs.... References CUDA but most of it is applicable to normal shaders as well
drive.google.com
2020-06-30 10-00 Rene van Oostrum.pdf
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Brian Karis @briankaris.bsky.social · 15/11/2024
Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...
mangosister.github.io
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
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Kostas Anagnostou @kostasanagnostou.bsky.social · 13/11/2024
Some details about the great strand hair tech used in Dragon Age: Veilguard. A 6.5ms budget for hair rendering is very impressive! www.ea.com/technology//...
ea.com
Bringing Locks to Life With Strand Hair Technology in Dragon Age: The Veilguard
See how Frostbite and BioWare took Strand Hair tech to the next level, simulating up to 50,000 individual strands for over 100 hairstyles in Dragon Age: The Veilguard.
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Reposted by Navonil (Neil) Mukherjee
Kostas Anagnostou @kostasanagnostou.bsky.social · 12/11/2024
Absolutely huge list of (mostly) graphics related resources, not all links are still active but you're bound to find something interesting in there tfpsly.free.fr/bookmarks.html
tfpsly.free.fr
Technical links
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Kostas Anagnostou @kostasanagnostou.bsky.social · 11/11/2024
A Shadertoy-like tutorial framework for workgraphs, focusing on the GPU implementation and hiding the CPU-side setup. gpuopen.com/learn/work-g...
gpuopen.com
Work Graph Playground: a learning framework for GPU Work Graphs
Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.
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Reposted by Navonil (Neil) Mukherjee
Jacco Bikker 🎦 @jbikker.bsky.social · 10/11/2024
New in tiny_bvh.h today: - 4/8-wide BVH layout - Conversion (collapse) from BVH2 to BVH4/8, Wald-style - Basic intersect functions for both layouts. BVH4 will primarily feed a fast OpenCL intersection function, but the CPU may also benefit. BVH8 will be used for CWBVH. github.com/jbikker/tiny...
github.com
GitHub - jbikker/tinybvh: Single-header BVH construction and traversal library.
Single-header BVH construction and traversal library. - jbikker/tinybvh
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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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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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Jacco Bikker 🎦 @jbikker.bsky.social · 06/11/2024
pinned post: Hi, my name is Jacco Bikker, I teach game C/C++ and graphics at Breda University. Blog (mostly technical articles): jacco.ompf2.com/author/jbikk... Github: github.com/jbikker Currently working on tiny_bvh.h! Other projects: Lighthouse 2 path tracer, voxel rendering.
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Alan Wolfe @demofox.bsky.social · 19/10/2024
I needed high quality blue noise point sets, so got "Gaussian Blue Noise" compiled for Windows which is nearly state of the art. Sharing for anyone else who might need it. It runs very fast, with these 10,000 points made in 7.5 seconds on my machine. github.com/Atrix256/Gau...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 26/10/2024
Instead of copying old posts from The Other Site, I will post my blog interplayoflight.wordpress.com in case anyone finds anything interesting in there. There is no theme, I blog about whatever shiny I tinker with, although there are quite a few posts on compute shader raytracing with homemade BVHs.
interplayoflight.wordpress.com
Interplay of Light
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MΛX @m4xc.bsky.social · 25/10/2024
Hey everyone! I've not been completely dormant since uni started when it comes to Radiance Cascades :) I've been writing an article on Radiance Cascades, trying my best to explain things in an intuitive way, using many visuals of course. It's now live :p m4xc.dev/articles/fun...
m4xc.dev
MΛX - Fundamentals of Radiance Cascades
A deep-dive into the fundamental concepts/ideas behind Radiance Cascades.
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Superluminal @superluminal.eu · 24/10/2024
Hello, world! This is the official account for Superluminal, a user-friendly CPU profiler for C/C++, Rust & .NET on Windows, Xbox and PlayStation. Follow us to get updates on new releases and general news about our profiler. And of course, if you haven't already, go try it out! superluminal.eu
superluminal.eu
Superluminal
The new industry-standard profiler for C/C++ and Rust on Windows, Xbox One and PlayStation 4. Trusted by AAA game developers all over the world.
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Don Williamson @donw.bsky.social · 24/10/2024
For context 😀 Remotery is a single C file, real-time instrumenting profiler, supporting a wild variety of CPUs, OS's and GPU APIs. It can live render millions of samples at 60hz in a browser and watch threads jump across cores without elevation. Simple. Fast. Pure C99. github.com/Celtoys/Remo...
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Jacco Bikker 🎦 @jbikker.bsky.social · 24/10/2024
Forward from X: “EON: A practical energy-preserving rough diffuse BRDF”, by Jamie Portsmouth, Peter Kutz, and Stephen Hill. Link: arxiv.org/abs/2410.18026 (GLSL code in paper) Abstract: "We introduce the "Energy-preserving Oren--Nayar" (EON) model for reflection from rough surfaces. ..."
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Jacco Bikker 🎦 @jbikker.bsky.social · 24/10/2024
Is Jendrik Illner on BlueSky yet? In case he's not, here's a link to today's Graphics Programming Weekly: www.jendrikillner.com/post/graphic...
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Johan Peitz - Icy Tower is coming soon! @johanpeitz.com · 24/10/2024
Always found the sailing in Wind Waker an extremely soothing experience. Just cruising the ocean with no goal. I tried to recreate this in #pico8. Dragon Roost Island next! #pixelart #lowpoly #3d
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Gijs Richard Kaerts @belgianrenderer.gijskaerts.com · 23/10/2024
Thought I'd share an old post I did which I still feel is pretty relevant today: Implementing a GPU-driven debug line renderer www.gijskaerts.com/wordpress/?p... Ever wanted to just draw debug primitives directly from a shader without CPU intervention? Look no further!
gijskaerts.com
Implementing a GPU-driven debug line renderer
I recently tweeted about some of the work I’m doing around GPU debugging tools (more specifically GPU-driven line rendering) in my home real-time rendering project. Since the tweet gained a g…
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Jakub Boksansky @boksajak.bsky.social · 23/10/2024
I haven't posted here yet, so let me share some of my recent work. Here is my "Crash Course in Deep Learning (for Computer Graphics)", available on GPUOpen: gpuopen.com/learn/deep_l...
gpuopen.com
Crash Course in Deep Learning (for Computer Graphics)
If you're a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.
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Jakub Boksansky @boksajak.bsky.social · 23/10/2024
And here my latest blog "Sampling From a Normal (Gaussian) Distribution on GPUs": gpuopen.com/learn/sampli... Shows implementation and analysis of two GPU-friendly methods for normal distribution sampling.
gpuopen.com
Sampling from a Normal (Gaussian) Distribution on GPUs
Sampling the normal distribution is not as straightforward as it seems! Explore two GPU-friendly methods including implementation and performance evaluation.
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Colin Riley @domipheus.bsky.social · 23/10/2024
DirectSR has been updated with the cross platform FSR 3.1 upscaler in a preview release.
devblogs.microsoft.com
DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscaler - DirectX Developer Blog
We’re pleased to announce that DirectSR, our standardized SR API for D3D12 titles, now supports FSR 3.1 (upscaler-only), bringing enhanced upscaling capabilities to further improve your gaming experie...
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noby @prismbeings.bsky.social · 22/10/2024
series of computer graphics fantasy artwork i made in the past few years these are all rendered with a simple custom GPU path tracer that fits in a 4 kilobyte executable, along with scene being traced
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Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 28/05/2024
We have recorded a 48min version of the presentation for our paper "Filtering After Shading with Stochastic Texture Filtering": www.youtube.com/watch?v=e339... Properly paced, going deeper into history, context, gamedev practices, and explaining recommendations - check it out! :)
youtube.com
I3D'24 Technical Paper: Filtering After Shading with Stochastic Texture Filtering
This is a recorded talk accompanying our paper: "Filtering After Shading with Stochastic Texture Filtering" by Matt Pharr, Bartlomiej Wronski, Marco Salvi, and Marcos Fajardo. https://research.nvidia.com/labs/rtr/publication/pharr2024stochtex/ Published at ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2024, where it won the Best Paper Award. Please see the link above for publication details. Thank you for watching!
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nicebyte @nicebyte.bsky.social · 23/10/2024
trying to seed some relevant content here, and also shill my vulkanised talk. rendergraphs are not end all be all! you can automate hazard tracking to work in a more familiar way! youtu.be/d15RXWp1Rqo?...
youtu.be
Vulkanised 2024: Vulkan Synchronization Made Easy - Grigory Dzhavadyan
YouTube video by Vulkan
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Rami Ismail (رامي) @ramiismail.com · 22/10/2024
If you are in the EU, it might be a good moment to consider signing onto "Stop Killing Games", an consumer initiative to ensure the continued functionality and playability of games you purchase through digital platforms. eci.ec.europa.eu/045/public/#...
eci.ec.europa.eu
European Citizens' Initiative
Give your support !
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François Guthmann @frguthmann.bsky.social · 20/12/2023
After 1.5 years at AMD, here is finally my first blog post on GPUOpen 🥳. Let's demystify occupancy together ! Please feel free to reach out if you have questions or comments :) gpuopen.com/learn/occupa...
gpuopen.com
Occupancy explained
In this blog post we will try to demystify what exactly occupancy is, which factors limit occupancy, and how to use tools to identify occupancy-limited workloads.
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