Michal Iwanicki

@miwanicki

CD Projekt, Lionhead, Naughty Dog, Activision

Redmond, WA
Geregistreerd in november 2009

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  1. heeft geretweet
    27 mei 2020

    I'm excited to be able to share our systems paper on UberBake, a light baking system developed by ! It was a privilege to collaborate with and

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  2. heeft geretweet
    16 okt. 2019

    I'm a big fan of proving things, so I worked out why Elliptic Stretch + Cosine-Weighted Hemisphere = GGX.

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  3. heeft geretweet
    27 aug. 2019

    I’m looking for work. Graphics/low-level programmer, preferring remote/contract work, although I can work onsite in Wellington NZ. My portfolio is at , and my recently-completed MSc thesis is at . Retweets appreciated!

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  4. heeft geretweet
    5 aug. 2019

    Learn something new every day. is temporarily down due to "site causing performance problems." There was a Powerpoint slideset from the Advances course that was 2 GB, too much for Bluehost. You can visit the (slightly dated) site at

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  5. heeft geretweet
    25 jul. 2019

    Advances in Real-Time Rendering SIGGRAPH 2019: from shares ‘A Journey Through Implementing Multiscattering BRDFs and Area Lights’ Monday, July 29, Room 408AB

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  6. heeft geretweet
    23 jul. 2019
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  7. heeft geretweet

    We're making a game about traveling. Here, you don't have to rush or fight. Check it out:

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  8. heeft geretweet
    20 jun. 2019

    My Master’s thesis – Interactive Generation of Path-Traced Lightmaps – is now publicly available! Go have a read of it, give me feedback, questions, corrections, and hopefully find some useful techniques and information in there.

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  9. 24 mrt. 2019

    Yup, just properly take bilinear filtering footprint into account - I even wrote about it in RTR4! (here's the image: )

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  10. heeft geretweet
    13 mrt. 2019

    One week from today meet and , 3 of 6 authors of at Booth P1867 at on Wednesday March 20 at 3 pm! Save up to 25%! Learn more about our booth at

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  11. heeft geretweet
    3 dec. 2018

    SIGGRAPH Asia Technical Brief with that uses alternate parametrization of “AHD” lightmap encoding, fixes interpolation problems:

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  12. heeft geretweet
    27 sep. 2018

    Real-Time Rendering progress! (Note that both image and paper quality is much better in the 2nd print)

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  13. heeft geretweet
    18 sep. 2018

    To allow deep networks to ”look into” the world behind pictures, we introduce a physically-based renderer that computes gradients w.r.t. all scene parameters — geometry, materials, illumination, visibility, shadows, and indirect lighting.

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  14. heeft geretweet
    3 sep. 2018

    Hot of the ”presses”! A Real-Time Ray Tracing chapter, free, only available online, but still part of our book Real-Time Rendering 4th ed:

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  15. heeft geretweet
    25 aug. 2018

    Our Siggraph talk about unity's HDRP is vailable (graphics). The pdf include several extra slides not show during presentation due to lack of time

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  16. heeft geretweet
    25 aug. 2018
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  17. heeft geretweet
    Als antwoord op en
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  18. heeft geretweet
    17 aug. 2018

    Haven't bought yet? Enter for your chance to win a FREE copy of the new fourth edition today!

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  19. heeft geretweet
    14 aug. 2018

    And the Real-Time Live! winner is.... "Democratising Mocap: Real-Time Full-Performance Motion Capture with an iPhone X, Xsens, IKINEMA, and Unreal Engine" 🏆 {📸: Jim Haggarty}

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  20. heeft geretweet
    14 aug. 2018
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