I just posted a minor generalization of Adobe’s Fresnel model (which I think is the best model for most use cases) - renderwonk.com/publications/w
Stephen Hill
@self_shadow
Principal Rendering Engineer, Lucasfilm Advanced Development Group
Mastodon: @self_shadow@graphics.social
Stephen Hill’s Tweets
Very impressed with 's HDRView image viewer, whose user interface just became a lot fancier. It also supports HDR displays on macOS—if you have a recent M1 or M2 apple laptop, those fireflies in EXRs will truly radiate.
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Before the term starts tomorrow I managed to release a new version of HDRView (my #research oriented #ImageEditor for examining, comparing, and manipulating #HighDynamicRange #HDR images).
github.com/wkjarosz/hdrvi
retweets appreciated
#graphics, #rendering, #opensource, #foss
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I'm going to try my hand a Mastodon administration and community building for the Computer Graphics industry. Come join if you have any interest or association with graphics across #vfx #gamedev #architecturaldesign and anything adjacently related:
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The ILM team had an incredible time last evening at the Television Academy Engineering Emmy Awards. Congratulations to the entire StageCraft development and production crew who each had representatives on hand to celebrate the honor.
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Hansson-Söderlund, Evans, and Akenine-Möller, Ray Tracing of Signed Distance Function Grids. jcgt.org/published/0011
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At the #HPG2022 in-person event, presented his Journey to Nanite. He talked about the process of inventing the groundbreaking geometry engine in UE5, highlighting the perseverance, confidence, and fear that comes with research.
Watch it here: youtube.com/watch?v=NRnj_l
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The ReSTIR Path Tracing SIGGRAPH talk is now freely available on YouTube
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Replying to @MZyanide @_cwyman_ and @DaqiLin
Here you go – our SIGGRAPH talk for "Generalized Resampled Importance Sampling: Foundations of ReSTIR": youtu.be/THEBuWtcuWQ
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I've started collecting SIGGRAPH content links: blog.selfshadow.com/2022/08/13/sig. Please let me know if I'm missing anything. (NB: I still have to add BOF and exhibitor sessions.)
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Tomorrow I'm presenting "Practical Multiple-scattering Sheen Using Linearly Transformed Cosines", a talk about a "Principled BSDF" improvement I worked on during my 2018 internship there. Drop by if you're attending SIGGRAPH in person!
tizianzeltner.com/projects/Zeltn
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The Television Academy announced the recipients of the Engineering, Science & Technology Emmy Award yesterday. We are thrilled that ILM StageCraft was recognized as one of the winners for the latest advancements that enable real-time LED lighting and in-camera visual effects.
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Tizian Zeltner () wrote a thorough animated introduction of polarized light, how it’s handled in the renderer, and the many things one must watch out for to prevent sign errors in the result. (We even built a machine in the lab at some point as an extra “testcase”)
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Replying to @wenzeljakob
I clicked the documentation for polarized rendering out of curiosity and found what must be someone's doctoral thesis. It's amazing! mitsuba.readthedocs.io/en/latest/src/
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The full PowerPoint slides for my GDC 2022 talk "Adventures with Deferred Texturing in Horizon Forbidden West" are now available on the Guerrilla website. (Animations, videos and all :-) )
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*Mitsuba 3* is now available! It's a major redesign of the lab's infrastructure for differentiable rendering building on the Dr.Jit just-in-time compiler announced yesterday. Full video link: tinyurl.com/mitsuba-tut 1/10
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Happy and proud to announce that cofounders and have been awarded the prestigious ACM SIGGRAPH Practitioner Award (s2022.siggraph.org/program/awards/) for their decade long work to broaden the use and openness of computer graphics and its learning.
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The program for #rtradvances for 2022 is online! advances.realtimerendering.com/s2022/index.ht - lots of great talks this year again! (adding specifics in the thread)
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Our beautifully simple algorithm – bidirectional CDF sampling – enables stratified importance resampling in a single pass over the candidates. To be presented Monday at #EGSR22. With Ege Ciklabakkal, , , and Toshiya Hachisuka.
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The EGSR 2022 program is out! Checkout the exciting lineup of papers and talks at egsr.eu/2022/program/ and the registration is still open!
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After 7 months of tinkering, I've finally pushed a major update to my toy #rustlang #Vulkan renderer `kajiya` 💡🥳
A new dynamic global illumination system using lots of ReSTIR brings larger scenes, quicker response, and less noise ✨
Juicy tech details: github.com/EmbarkStudios/
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Yay! I can finally say that my first 'proper' academic paper - with NVIDIA friends Thomas Müller, & Alex Keller - is coming to SIGGRAPH! It's old news in the fast paced world of ML research, so I thought I'd add a note on where it come from: github.com/NVlabs/instant.
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You can now read all the papers for I3D 2022! Find them in the papers list: i3dsymposium.org/2022/papers.ht
Just 10 days left until the conference! For more info and schedule visit: i3dsymposium.org
#I3D2022
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Happy to share our work accepted at 2022, in collaboration with & Jonathan Dupuy from Unity Technologies.
"Bringing Linearly Transformed Cosines to Anisotropic GGX"
arxiv.org/abs/2203.11904
Analytic anisotropic shading from area lights!
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Why we can't stop saying gay, a story
On the first day of my senior year of high school, a new boy showed up in my AP English class.
He had transferred from a prestigious private school to my public school, and I was confused.
I asked him why he moved and he shrugged
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Today, and every day, I support making schools and workplaces – and society – safe for all marginalised communities: whereischapek.com.
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Today I support all Disney employees walking out in solidarity for human rights, including those of our #LGBTQ+ loved ones. #DisneyDoBetter #DisneySayTrans #DisneySayGay
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In light of my 42nd🎂: an update to my free e-book "Hitchhiker's guide to multiple scattering" is now available. This new edition is 3x longer (720 pages, 2000+ references) and comes in three versions (depending how you like your sigma_t).
eugenedeon.com/project/hitchh
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SIGGRAPH 2021 Advances in Real-Time Rendering in Games course videos: youtube.com/watch?v=4Yxh64 Enjoy!
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Join Visual Effects Supervisor, Richard Bluff, as he shares a peek behind the curtain of the Emmy Award-winning effects of Season 2.
#VFX bit.ly/3u4SNSS
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My presentations on BRDF Importance Sampling for Polygonal Lights are now freely available:
30-second fast forward: momentsingraphics.de/Media/Siggraph
5-minute summary: momentsingraphics.de/Media/Siggraph
19-minute presentation: momentsingraphics.de/Media/Siggraph
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My new @SIGGRAPH 2021 paper lets you sample polygonal area lights proportional to linearly transformed cosines. The result: Nearly noise-free, unbiased diffuse and specular shading at 2spp (outside of penumbras).
Grab the paper, renderer code and more now:
momentsingraphics.de/Siggraph2021.h
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Slides from Part II of the Rendering Engine Architecture course are now up on inearchitecture.realtimerendering.com! and Michael Vance #siggraph
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Slides from part one of our new Rendering Engine Architecture course are up on inearchitecture.realtimerendering.com/2021_course/ and Michael Vance
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Advances in Real-Time Rendering Part II for 2021: slides are now live on advances.realtimerendering.com/s2021/index.ht for Lumen presentation by , GI surfels solution by & Xiangshun Bei, and about the
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Slides for Advances in Real-Time Rendering Part I are posted: advances.realtimerendering.com/s2021/index.ht #rtradvances for the talks on FidelityFX, CBT Tessellation, Nanite pipeline and Large-Scale Global Illumination
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I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.
Download #RTGII here: link.springer.com/book/10.1007/9
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Part 3 of the blog post series about my toy renderer has a deep dive on how I use visibility buffers, the Frostbite BRDF, linearly transformed cosines with 3D tables and 1D and 2D blue noise.
momentsingraphics.de/ToyRenderer3Re
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Advances in Real-Time Rendering in Games course line up here: advances.realtimerendering.com/s2021/index.ht - awesome program this year, themes of efficient upscaling, handling dense geometry, RTGI and large-scale worlds lighting, to name a few.
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The second pre-print chapter of #RTGII is out now! Chapter 22: Weighted Reservoir Sampling: Randomly Sampling Streams by is free to download.
This one is a true "gem" and describes a family of algorithms that you'll definitely want to master. developer.nvidia.com/ray-tracing-ge
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A preprint of our new EGSR 2021 paper with @PeterPikeSloan, Moving Basis Decomposition for Precomputed Light Transport, is now available online: arisilvennoinen.github.io. I'm humbled and grateful to receive the Best Paper Award at one of my all-time favorite conferences.
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