Laurent Belcour retweeted
We're presenting at #SIGGRAPH2025! 🚀
We use adaptive tetrahedral grids (via the LEB algorithm) to GPU path trace volumetric production assets. Fewer neighbors, less memory, real-time performance—up to 30× faster than regular grids.
ggx-research.github.io/publi…
Laurent Belcour retweeted
Excited to share 2025 update from our team, including our presence at #HPG and #SIGGRAPH: community.intel.com/t5/Blogs…
We focus on visual efficiency and democratizing high-end visual experiences.
Laurent Belcour retweeted
Happy to share that our paper with @_Laurent, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors," was accepted at HPG'25!
We dive deeper into the complete subject. I'll be presenting it later this month, see you there!
🔗 ggx-research.github.io/publi…
Laurent Belcour retweeted
🚀 #HPG2025 schedule is live!
🔗 highperformancegraphics.org/…
Dive into 3 days of real-time graphics:
Keynotes (AMD, Roblox, NVIDIA)
Paper & poster sessions
Hot3D talks
Student competition
Harbour Boat Tour & Banquet
Register now!!
Laurent Belcour retweeted
The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun github.com/GameTechDev/Textu…
Laurent Belcour retweeted
Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors in a convinient way.
This opens the door for a range of new rendering algorithms, making them more practical for game dev.
devblogs.microsoft.com/direc…
Laurent Belcour retweeted
If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend!
schedule.gdconf.com/session/…
Laurent Belcour retweeted
The I3D 2025 Call for Papers has been published!
Submission deadline: 10 of January, 2025
Get more information in our website: i3dsymposium.org/2025/cfp.ht…
#I3D2025
Laurent Belcour retweeted
Looking for a fast method to render your large-scale game components?
Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
Laurent Belcour retweeted
Can't wait for the presentation?
Here is our project webpage: ggx-research.github.io/publi…
Laurent Belcour retweeted
The method is so simple and efficient it works in real-time. With it, you can experience near-spectral quality fluorescence even with commercial game engines.
Come and join the fluorescent party!
Laurent Belcour retweeted
I will be presenting our new work on differentiable rendering with @eric_heitz and @_Laurent at @I3DCONF next month. Very excited !
#I3D2024
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies.
Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
Laurent Belcour retweeted
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies.
Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
Laurent Belcour retweeted
We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can find it here, hope you find it useful: auzaiffe.wordpress.com/2024/…
Laurent Belcour retweeted
Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023.
@thomasdeliot and @_Laurent won the 1st place with their real-time glints
Jonathan Dupuy and @Auzaiffe
won the 2nd place with their GGX VNDF sampling
ggx-research.github.io/publi…
Laurent Belcour retweeted
Intel Graphics Research is excited to share our contribution across SIGGRAPH, EGSR, HPG, and EG this summer. Low-energy path tracing, generative AI, neural graphics and more!
intel.com/content/www/us/en/…
Amazing work of our researchers and collaborators.
I am pleased to share our #EGSR2023 paper with P. Barla and G. Guennebaud: A new method to do spectral upsampling that permits to explore metamers of a given color: arxiv.org/abs/2306.11464
It allows to design interesting spectra, such as the Usambara effect. 1/5
All this is actualy pretty simple maths and comes from a cool geometric insight: weights on a Partition of Unity in spectral domain become generalized barycentric coordinates in chromaticity space. 4/5













