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Xander Berten
Xander Berten
@hellcatpnext.bsky.social
- MSc in Graphics Programming @ Charles University - Looking for remote (or Prague based) internship/job 🇧🇪in🇨🇿 Portfolio: https://xanderbert.github.io/portfolio/ Blog: https://xanderbert.github.io/
587 followers165 following62 posts
Xander Berten reposted
ReSTIR PT, by @daqilin.bsky.social Daqi Lin, Markus Kettunen and @wymancr.bsky.social Chris Wyman: research.nvidia.com/labs/rtr/pub... I3D'26.
Xander Berten reposted
Xander Berten reposted
There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface...
Xander Berten reposted
Graphics Programming weekly - Issue 438 - April 27h, 2026 www.jendrikillner.com/post/graphic...
Xander Berten reposted
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Xander Berten reposted
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
Xander Berten reposted
Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026
Xander Berten reposted
Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Looking for a basic @vulkan.org #Vulkan descriptor heap example? I've got you covered: github.com/SaschaWillem...
Xander Berten reposted
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers: 🎇 The essential math 🎇 Camera setup, intersections, NEE, BVH 🎇 How to accelerate everything with HIPRT Find it with our papers: gpuopen.com/learn/public... 30MB PDF: gpuopen.com/download/202...
I recently read this paper. Interesting idea to use infrared to decompose the lighting terms. ieeexplore.ieee.org/stamp/stamp....
Xander Berten reposted
Graphics Programming weekly - Issue 424 - January 18th, 2026 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Xander Berten reposted
Xander Berten reposted
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social and @tiagocostav.bsky.social from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
Xander Berten reposted
Xander Berten reposted
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Xander Berten reposted
Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today: www.realtimerendering.com/kesen/siga20... Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.
Xander Berten reposted
Xander Berten reposted
Xander Berten reposted
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault: tomclabault.github.io/blog/2025/re...
Xander Berten reposted
My talk about ray-tracing is out! youtu.be/CGR1gu2KW2s?... Here I try to explain it in simple terms, while giving some historical context as well. There is also a quick RTAO implementation with the worst denoise ever here: github.com/JorenJoestar... feedback is more than welcome!
Xander Berten reposted
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
Xander Berten reposted
Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
Xander Berten reposted
Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...
Xander Berten reposted
I've released a simple RTAO implementation, written for the DevGames2025 conference. a poor-man's RTAO, showing how much the real problem is denoising. I wanted to write the simplest RT as an introduction to it. Vulkan+HLSL+Code generation for Descriptors github.com/JorenJoestar...
Xander Berten reposted
Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Finally finished adding @shader-slang.bsky.social shaders to all my (almost 100) @vulkan.org open source samples and wrote a bit about it here: www.saschawillems.de/blog/2025/06... tl;dr: I very much enjoyed this :)
Xander Berten reposted
I'll be talking about SDFs and creative workflows tomorrow, hosted by the SIGGRPAH San Francisco Chapter - please sing up here before they close registration tomorrow noon. www.eventbrite.com/e/unlocking-...
Xander Berten reposted
Axis-Normalized Ray-Box Intersection "By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%" graphics.tu-bs.de/publications...
Xander Berten reposted
Graphics Programming weekly - Issue 391 - May 11th, 2025 www.jendrikillner.com/post/graphic...
Xander Berten reposted
Xander Berten reposted
Graphics Programming weekly - Issue 387 - April 13th, 2025 www.jendrikillner.com/post/graphic...