Dieter
@dieter-debaets.bsky.social
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Senior Rendering Engineer WetaFx Prev Unity, Graphine, Buas
New blog post is finally up: (Ab)using Shader Execution Reordering. A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
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(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
https://debaetsd.github.io/posts/ser/
14 days ago
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Dieter
Pema99
9 months ago
I wrote a blog post about mipmap level selection.
pema.dev/2025/05/09/m...
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Dieter
Arseny Kapoulkine
10 months ago
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Reposts appreciated :)
zeux.io/2025/03/31/m...
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Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
https://zeux.io/2025/03/31/measuring-acceleration-structures/
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Yining Karl Li
10 months ago
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:
www.disneyanimation.com/publications...
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Walt Disney Animation Studios - Publications
We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.
https://www.disneyanimation.com/publications/?drawer=/publications/cache-points-for-production-scale-occlusion-aware-many-lights-sampling-and-volumetric-scattering/
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