Jakub Boksansky

@boksajak

Tracing rays one by one. Caffeinist and Computer Graphics Engineer . Former Computer Graphics Researcher

Munich, Germany
Vrijeme pridruživanja: siječanj 2015.

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  1. Prikvačeni tweet
    9. sij 2019.

    I've just put together some Ray Traced Ambient Occlusion (RTAO) using DXR - built using the IntroToDXR example by . Get the code at

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  2. 2. velj

    Cornell box of the night

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  3. 2. velj
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  4. proslijedio/la je Tweet
    1. velj

    Even in the real world the quality of shadow maps isn't always great.

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  5. proslijedio/la je Tweet
    31. sij

    I'll be presenting our new ideas from NVIDIA research for high quality, high speed graphics powered by the cloud Friday 3pm @ GDC2020

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  6. proslijedio/la je Tweet
    31. sij

    Nice blog entry from a coworker in our Devtech team - how to best use perf events for game optimization.

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  7. proslijedio/la je Tweet
    30. sij

    I’m in Morgan’s group and looking for PhD interns to work on esports in particular so if you’re interested in esports, you’re also welcome to ask me questions or send me your info. DMs open or jspjut@nvidia.com

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  8. 30. sij

    If I ever get an RV, it will be this raytracing RV.

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  9. proslijedio/la je Tweet
    30. sij

    I'm now hiring full-time scientists and PhD interns at NVIDIA Research. Work on perceptual rendering, esports, and cloud/split rendering using your CS/EE with game, network, ray tracing, ML, or human vision expertise! DM or email me: mcguire@nvidia.com

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  10. proslijedio/la je Tweet
    28. sij

    Seeing color banding in quite a few recent games. So, here's a new blog post on color banding: what it is, why it exists, and what to do about it. Also, some Bob Ross references. Working code sample included and posted on GitHub.

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  11. proslijedio/la je Tweet
    27. sij

    My masterpiece, a teapot, but each vertex is another teapot. If this isn't art then IDK what is.

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  12. 26. sij
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  13. proslijedio/la je Tweet
    23. sij

    I'm happy to announce that I have started to work as Assistant Professor at Department of Computer Science, International Computer Institute, Ege University.

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  14. proslijedio/la je Tweet
    23. sij

    This post describes a normal from depth technique that uses extrapolation of depth values to achieve higher quality reconstruction. Extrapolation of depth values can also be useful when conservatively downsampling depth buffers.

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  15. proslijedio/la je Tweet
    23. sij

    Calling all AI startups! Join us in Berlin on 6 March for a day exploring AI, emerging technologies, and NVIDIA’s GPU-accelerated solutions. Secure your spot at the NVIDIA Inception Community Summit today.

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  17. proslijedio/la je Tweet
    21. sij

    A new version of the unofficial Ray Tracing Gems PDF is up, with little, useful fixes Chapters 3, 25, and 27. - me, I'm happy there hasn't been much more errata than what's there after a year:

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  18. proslijedio/la je Tweet
    16. sij

    Here's what using tonal art maps for hatching directly looks like! This makes a series of textures by progressively adding strokes, then blends between the textures to make tones. You can compress the textures or sample them in a volume — see !

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  19. proslijedio/la je Tweet
    15. sij

    What are the odds. Apparently some glass doors are oriented just right to cause the sun to reach an office via multiple specular bounces. Turner Whitted would approve. Via:

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  20. proslijedio/la je Tweet
    6. sij

    View my verified achievement from NVIDIA on Acclaim. Interesting in taking class for free then private message me!

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  21. proslijedio/la je Tweet
    4. sij

    This infographics on GLTF models is incredible.

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