Mike Dereviannykh
@mishok43.bsky.social
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CG&AI PhD Student @KIT Now at Reality Lab, Meta ex-EagleDynamics, ex-WellDone Games mishok43.com
reposted by
Mike Dereviannykh
Valentin Deschaintre
4 months ago
I will be presenting in the 10.30 session in room 208-209. I will share thoughts about implicit/generative and explicit appearance representations. See you there if that sounds interesting!
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In just less than an hour we'll present "Neural Two-Level Monte Carlo Real-Time Rendering" on SIGGRAPH 2025 at "Best of Eurographics" session Please join us, it'll be fun! 😊 🏠Room 208-209 🕜10:30-11:30
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4 months ago
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reposted by
Mike Dereviannykh
Christoph Peters
5 months ago
Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH 2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers.
momentsingraphics.de/Siggraph2025...
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Big news! The Eurographics Association invited us to present our work "Neural Two-Level Monte Carlo Real-Time Rendering" at
#SIGGRAPH2025
🎉 Super honored - my first SIGGRAPH! Let’s discuss neural & real-time rendering, grab a coffee, or just hang out - feel free to leave a DM
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5 months ago
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Just joined RealityLabs at Meta to do some real-time neural rendering research. Unfortunately without a 9- digits compensation package, but WIP 😁 I'm in the Redmond office, but already visited Seattle. If you wanna grab ☕ - DMs are opened
5 months ago
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It's a cool work which deserve a lot attentions from real-time rendering community! Previously I've got a little bit of time to conduct similar experiments on top of our NIRC, as each additional neural sample costs just pure tensor FLOPs ~ 1.5ms on 4080 1 spp vs 1 spp + 25 cache resamples
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6 months ago
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I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines! Classics 😊
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6 months ago
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reposted by
Mike Dereviannykh
Valentin Deschaintre
7 months ago
I was very honoured to receive one of the two Eurographics Young Researcher Award 2025 yesterday! This is the combination of the work of many people, mentors, collaborators, students, friends who trusted me and taught me so much along the way!
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We've received an "Honorable Mention" at the Eurographics 2025 for our work on "Neural Two-Level Monte Carlo Real-Time Rendering" in London! 🥳 Huge thanks to everyone who supported me along the way, and to the EG chairs, committee, and organizers for this recognition
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7 months ago
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If you're interested in something like AlphaEvolve but focused on CG, GameDev, or offline rendering, feel free to reach out. I’ve been leading research in this space with strong results so far. But we need support with compute, expertise and even maybe with engineering
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7 months ago
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🚨 CG Paper, EG 2025 As scenes & lighting in games grow in complexity, we introduce Neural Incident Radiance Cache (NIRC) – a real-time, online-trainable cache that: 🚄 Costs just ~1ms/neural-sample for 1080p ☘️ Decreases MC variance 🥳 Saves on bounces
www.youtube.com/watch?v=Y791...
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Neural Two-Level Monte Carlo Real-Time Rendering
YouTube video by Mike Derevyannykh
https://www.youtube.com/watch?v=Y791SlodLOs
7 months ago
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reposted by
Mike Dereviannykh
Shannon Woods 🖥️💚🎮🕹️👾
9 months ago
I've finally gotten a chance to put together an in-depth introduction to neural graphics for beginners in Slang using a simplified version of our 2D Gaussian splatting example!
shader-slang.org/blog/2025/04...
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Neural Graphics in an Afternoon
In this article, I’ll show you how to write your first neural graphics program with Slang and SlangPy by walking through our 2D Gaussian Splatting example.
https://shader-slang.org/blog/2025/04/04/neural-gfx-in-an-afternoon/
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reposted by
Mike Dereviannykh
Anton
8 months ago
Reality labs had 17k employees in 2022. 17k employees times say... $130k a year (avg fb salary) is 2.2 billion a year. So 10+ bil of the 45 in salary. Then the office / Benefit costs. Then whatever it costs to make crazy AR glass prototypes with 10k/unit screens. All the AI build-out/compute.
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reposted by
Mike Dereviannykh
Nathan Hoobler
9 months ago
To anyone at GDC interested in neural rendering/texture compression: Alexey Panteleev is speaking tomorrow at 9:30am on how the new Cooperative Vector functionality in HLSL was used to implement the RTXNTC library. Start your week off strong!
schedule.gdconf.com/session/adva...
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https://schedule.gdconf.com/session/advanced-graphics-summit-cooperative-vectors-and-neural-rendering/911753
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Stay tuned if you're interested in something like this but in a more applied domain We've been working on it already for a while 😊
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10 months ago
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reposted by
Mike Dereviannykh
Bart Wronski 🇺🇦🇵🇸
10 months ago
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
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reposted by
Mike Dereviannykh
Jonathan Stone
about 1 year ago
It would be amazing to see the computer graphics community engage on Bluesky, so here's a starter pack for those who might be interested in joining in:
go.bsky.app/K8ZL1kq
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