Laurent Belcour (@_Laurent) profile picture

Graphics Researcher @ Intel

Joined February 2009
Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)Photo by Laurent Belcour (@_Laurent)
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…
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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.
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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…
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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!!
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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…
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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/…
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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
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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.
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Laurent Belcour retweeted
Can't wait for the presentation? Here is our project webpage: ggx-research.github.io/publi…
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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!
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Laurent Belcour retweeted
Do you want fluorescence in your renderer without having to make it spectral? I got you covered! At #EGSR2024 I will unveil with @_Laurent and Pascal Barla a reduction technique to integrate fluorescence into RGB rendering!
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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!
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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!
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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/…
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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…
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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.
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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
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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
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Pascal is going to present it at EGSR in Delft. Don't miss his talk! 5/5
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