Ken Hu
@kenhu07.bsky.social
📤 224
📥 651
📝 7
________(:з」∠)________ Graphics Programmer
reposted by
Ken Hu
Andrew Willmott
7 days ago
I've pushed some updates to
github.com/andrewwillmo...
over the last weeks, including an incremental Sobol generator, some ToTriangle/ToRot variations, Gaussian walks and events, and a jitter modifier. My little test-suite GUI app for it is now online too:
andrewwillmott.github.io/app/GenDistT...
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Ken Hu
jb
15 days ago
Couple pieces about this work - about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...
about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...
add a skeleton here at some point
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Ken Hu
Kostas Anagnostou
22 days ago
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations
interplayoflight.wordpress.com/2025/09/21/t...
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The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
https://interplayoflight.wordpress.com/2025/09/21/the-performance-impact-of-vertex-shader-exports/
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Ken Hu
Christoph Kubisch
about 1 month ago
Anpther major update to our cluster lod ray tracing sample. Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching
github.com/nvpro-sample...
BLAS merging
github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
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Ken Hu
Kostas Anagnostou
about 1 month ago
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows"
www.youtube.com/watch?v=wXSJ...
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Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
https://www.youtube.com/watch?v=wXSJUjgIX6w
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Somehow "Part I" of Advances in Real-Time Rendering in Games is not livestreamed while the "Part II" is...
2 months ago
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Ken Hu
Stephen Hill
2 months ago
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
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SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
https://blog.selfshadow.com/publications/s2025-shading-course/
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Ken Hu
2 months ago
As the date for the 20th anniversary of Advances is coming, I realized some content was missing. Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
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Ken Hu
Ryan Schmidt
2 months ago
my UEToolbox plugin now has support for Parametric StaticMesh Assets. And it now full source is on FAB, and the code is on Github, too. And also unfortunately I have to move on to other projects :( Wrote a big ol' blog post about it all here:
www.gradientspace.com/tutorials/20...
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UE Toolbox Update - Parametric Assets, Open Source, and Hiatus — gradientspace
UE Toolbox has been updated with a powerful new feature - Parametric Static Mesh Asses. The FAB version has full source now, and you can also find it on Github. But, unfortunately, I also will be shel...
https://www.gradientspace.com/tutorials/2025/8/3/uetoolbox-parametric-assets-and-opensource
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Ken Hu
Harry 💬
2 months ago
Alright, due to popular demand, let's start talking about the 🎶 Beasts with the fur (with the fur) 🎶 in ✨HERDLING ✨ Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:
add a skeleton here at some point
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Ken Hu
Harry 💬
2 months ago
I worked on HERDLING (coming out soon!) for the past ~3 years and there's a lot of tech-art goodness there, from fur and foliage to clouds and water shaders ✨ I'm planning on sharing some behind the scenes goodness, but is there anything in particular you're interested in learning more about? 👀
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Herdling Future Games Show & Demo Trailer
YouTube video by Panic
https://youtu.be/KPaS2fmFEAY?si=71R0EoE9aHCNASqF
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reposted by
Ken Hu
3 months ago
Publishing your @Desmos Graph gallery: Now with 2D and 3D graphs ! Even more convenient with the new always up-to-date URLs ;-) . Several options in the the script (e.g., default: not displaying untitled tests).
github.com/FabriceNeyre...
e.g., mine:
evasion.inrialpes.fr/~Fabrice.Ney...
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Ken Hu
Yining Karl Li
3 months ago
One of my coworkers,
@tearsofjake.bsky.social
, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!
github.com/jakericedesi...
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GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
https://github.com/jakericedesigns/SteerablePerlinNoise
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Ken Hu
Lars Thießen
3 months ago
My new blog post is there, and it's a bit different from usual: Fixing stutters in your own code is hard enough, but this time I try to fix performance issues in a closed-source game. No source code or debug symbols, but a lot of guesswork.
larstofus.com/2025/07/27/p...
#gamedev
#Trackmania
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Profiling without Source code – how I diagnosed Trackmania stuttering
A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…
https://larstofus.com/2025/07/27/profiling-without-source-code-how-i-diagnosed-trackmania-stuttering/
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Ken Hu
Christoph Kubisch
3 months ago
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.
github.com/nvpro-sample...
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https://github.com/nvpro-samples/vk_lod_clusters/blob/main/docs/blas_sharing.md
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reposted by
Ken Hu
Rob "Xemu" Fermier
3 months ago
There’s a weird pillar any time 0,0 is player visible space in System Shock for a similar reason - there are copies of particle systems floating there…
add a skeleton here at some point
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Ken Hu
jb
3 months ago
2000 frame animation, white light beams shining into a grid of glass spheres, forward spectral pathtracing in 2D
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Ken Hu
Have A SPU-ky Halloween, Everyone
3 months ago
I am in awe at how good Ghost Of Yōtei looks, but I have two very small pronunciation notes for my dear friends at SP: 0) 怨霊 is in no way pronounced アンリオ. Please don't 1) the game isn't called Ghost of 予定. That is a very different game where you find ways to not show up for plans with friends
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Ken Hu
Yining Karl Li
3 months ago
At SIGGRAPH 2025, Intel, Disney, & Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Cycles, Hyperion, and Corona. I helped write the course notes: 80 pages of great stuff! Coming soon.
s2025.conference-schedule.org/presentation...
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Ken Hu
HoldimProvae
3 months ago
Blind Obsession Ishmael UE5
#realtimevfx
sketch I also tested
#FluidNinja
. YT:
youtu.be/KYdI9mH4cjc
AS:
artstation.com/artwork/XJV5Ka
#リンバスカンパニー
#リンバス
#LimbusCompany
#림버스컴퍼니
#vfxfriday
#unrealengine
#UE5
#gameeffect
#3Danimation
#3DCG
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Ken Hu
Nicolas Lopez
3 months ago
Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A!
youtu.be/CcYq18bkvyU?...
add a skeleton here at some point
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Ken Hu
Lionel Lemarié
4 months ago
The photon debugging view is working pretty well now. I can navigate the scene to look at the paths, bounces and final photon positions - along with a preview of their impact on the scene.
#metalrt
#rendering
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Ken Hu
Keenan Crane
4 months ago
Quick “teaser” for a fun
#SIGGRAPH2025
project, led by Hossein Baktash, on optimizing a shape to have the desired rolling statistics. Basically we can turn arbitrary objects into fair dice, or make dice which capture the statistics of other objects—like several coin flips.
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Ken Hu
Jendrik Illner
4 months ago
Graphics Programming weekly - Issue 396 - June 22nd, 2025
www.jendrikillner.com/post/graphic...
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Ken Hu
Cem Yuksel
4 months ago
Our
#SIGGRAPH2025
paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions. The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
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Ken Hu
Vlad Erium 🇯🇵
4 months ago
Histogram Stratification for Spatio-Temporal Reservoir Sampling Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski (Max Planck Institute for Informatics, Germany & Intel, France)
iribis.github.io/publication/...
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Ken Hu
Freya Holmér
4 months ago
integrating a cat tunnel into my furniture island might be the best idea I've ever had
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Ken Hu
Tzu-Mao Li
4 months ago
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
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Ken Hu
Bruno Levy
4 months ago
Mesh intersections is hard ! Three years of agonizing pain summarized in my article that just got accepted to ACM Transactions on Graphics
dl.acm.org/doi/10.1145/...
The implementation and the expansion-based arithmetic kernel are available in geogram:
github.com/BrunoLevy/ge...
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Ken Hu
Stephen Hill
4 months ago
The SIGGRAPH Physically Based Shading course is back this year:
blog.selfshadow.com/publications...
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SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
https://blog.selfshadow.com/publications/s2025-shading-course/
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Ken Hu
Brian Karis
4 months ago
Excited to finally show off Nanite Foliage
www.youtube.com/watch?v=FJtF...
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The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
YouTube video by IGN
https://www.youtube.com/watch?v=FJtF3wzPSrY
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Ken Hu
Tobias A. Franke
5 months ago
The "Traditional and Neural Order-Independent Transparency" tutorial at Eurographics 2025 was a big success. You can find the material links here:
www.tobias-franke.eu/publications...
Also, name our band
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Ken Hu
Digital Foundry
5 months ago
Today on Digital Foundry, a deep dive into Doom: The Dark Ages and the stunning id Tech 8 engine. New features are showcased, behind-the-scenes engine visualisations are shared. A lot of effort went into this one and we hope you enjoy it:
youtu.be/Ed4vNNQwCDU
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Ken Hu
Pema99
5 months ago
I wrote a blog post about mipmap level selection.
pema.dev/2025/05/09/m...
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Ken Hu
Adam Marrs
5 months ago
Our
#GDC25
talk on Path Tracing Nanite in UE5 is now available on YouTube:
youtu.be/8AnVpcIczyk
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GDC 2025 | Path Tracing Nanite in NVIDIA Zorah - Full Session Replay
YouTube video by NVIDIA Game Developer
https://youtu.be/8AnVpcIczyk
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Ken Hu
Morten Vassvik
6 months ago
Variant.
add a skeleton here at some point
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Ken Hu
Yining Karl Li
6 months ago
Today I saw this lore-accurate scale recreation of Skyrim that artist Leo Torres made in UE5. Some seriously impressive CG environments work! It's pretty amazing 1. what can run in a realtime engine now and 2. what can be accomplished by solo artists now.
www.artstation.com/artwork/oJlR1J
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The Lore-Accurate Size of Skyrim in UNREAL ENGINE 5! [4K] , L. Torres
The cinematics from my lore-accurate Skyrim video series, compiled together for easy viewing! Timestamps below. (Also, just realised that this project has been going for over two years now!) Part of a...
https://www.artstation.com/artwork/oJlR1J
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Ken Hu
Adam Marrs
6 months ago
Our
#GDC25
talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all:
www.nvidia.com/en-us/on-dem...
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Path Tracing Nanite in NVIDIA Zorah | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand
In this session, we will discuss the cutting-edge algorithms and techniques behind NVIDIA's Zorah Blackwell launch demo
https://www.nvidia.com/en-us/on-demand/session/gdc25-gdc1002/
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reposted by
Ken Hu
Adam Marrs
6 months ago
@nicolas-lopez.bsky.social
FYI: the Zorah sample content is now posted (see the "Download Zorah Sample" button)
developer.nvidia.com/rtx-kit/
. It's a chonky download at 108GB. Enjoy 😄
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NVIDIA RTX Kit
Render game assets with AI, create game characters with photo-realistic visuals, and more.
https://developer.nvidia.com/rtx-kit/
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Ken Hu
Ana Dodik
6 months ago
Friends who've worked in the VFX industry, what format is typically used to export a film sequence of transparent frames? A big directory of EXR files? Apple ProRes?
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Was about to decide this is last time to come to GDC, then suddenly bumped into two friends I haven’t seen years…
7 months ago
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Ken Hu
Vladimir Komarov
8 months ago
Intersecting heterogeneous volumes with multiscatter + exponential high analytical + mesh lights is hard. Now it's 30-40 percent faster for such scenes (more bounces more performance gain)
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Ken Hu
mmalex
8 months ago
i uncharacteristically took a trip down memory lane for this (very geeky, sorry) interview about little big planet 1 - thanks to Ayee and Pear for pestering me until i gave in, and illustrating the edit so thoughtfully!
youtu.be/zQTZDnR9AbQ?...
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LittleBigInterview | Alex Evans
YouTube video by Ayee
https://youtu.be/zQTZDnR9AbQ?si=LyTpCre2ew-slf2Q
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Ken Hu
Clément Grégoire
8 months ago
C++ committee : still fighting about serialization Gamedev industry: Uses pdb to do hot reloading (live++), runtime visualisation and perf analysis (D0), runtime memory edit (
playerunknownproductions.net/news/run-tim...
)
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PLAYERUNKNOWN Productions - Run-time memory editing with PDB files
This blog post describes the use of PDB files to automatically generate type descriptions.
https://playerunknownproductions.net/news/run-time-memory-editing-with-pdb-files
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Ken Hu
Lea - Newin AKA Shodan’s girlfriend
8 months ago
So, I have about a 100GB of god of war ragnarok captures. Let's to that livepost study shall we ? I'm going too start with a cine character shot. To see how the frame is build. W'll check some specific effects (like snow) later.
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Ken Hu
rob cupisz
9 months ago
For the love of our eyeballs, do not align your ember particles to velocity! Don’t give them that comet texture either, ugh. Let’s make ✨physically based flying embers✨ A Unity vfx graph implementation and explanation below. 🧵
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Ken Hu
MΛX
9 months ago
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
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MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
https://m4xc.dev/blog/surfel-maintenance/
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Ken Hu
Pekka Väänänen
9 months ago
The final part of my "Demystifying the PVS" blog series is now out! In "Portal flow brings it all together" you'll find an illustrated step-by-step example of Quake's recursive portal clipping. Also touches on Doom 3's interesting super-fast PVS builder. 📜
https://30fps.net/pages/pvs-portal-flow/
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