Michal Iwanicki
@miwanicki
CD Projekt, Lionhead, Naughty Dog, Activision
@FilmicWorlds 's #rtradvances presentation on "Variable Rate Shading with Visibility Buffer Rendering" from @siggraph 2024 is now online: advances.realtimerendering.com/s2024/index.ht… - Enjoy!
@_torust 's talk on Hemispherical Lighting Insights from the @CallofDuty Production Lessons from #rtradvances @siggraph 2024 is posted - advances.realtimerendering.com/s2024/index.ht… Enjoy!
The talk from Michał Iwanicki from @Activision Central Tech on Neural Light Grid: Modernizing Irradiance Volumes with Machine Learning is online - check out its insights as well as learnings on ML in rendering at runtime #rtradvances @siggraph 2024 tinyurl.com/advances24-nlg
I guess it's never too late to write a blog post (even after 9 years break). Here it is - nothing super revealing, but a few words on dynamic allocations and why you should avoid sprintf: bit.ly/3sjrSmI
I'm excited to be able to share our #SIGGRAPH2020 systems paper on UberBake, a light baking system developed by @Activision! It was a privilege to collaborate with @PeterPikeSloan @AriSilvennoinen @miwanicki and @wkjarosz darioseyb.com/publication/se…
I'm a big fan of proving things, so I worked out why Elliptic Stretch + Cosine-Weighted Hemisphere = GGX. engstad.github.io/elliptic-stret…
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 torust.me/portfolio/, and my recently-completed MSc thesis is at torust.me/thesis. Retweets appreciated!
Learn something new every day. realtimerendering.com 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 web.archive.org/web/2019062903…
Advances in Real-Time Rendering SIGGRAPH 2019: @stevemcauley from @Ubisoft shares ‘A Journey Through Implementing Multiscattering BRDFs and Area Lights’ #rtradvances #SIGGRAPH2019 Monday, July 29, Room 408AB
We're making a game about traveling. Here, you don't have to rush or fight. Check it out: imgur.com/gallery/2LBz9aa #indie #gamedev #indiegames #indiedev
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. torust.me/thesis
Yup, just properly take bilinear filtering footprint into account - I even wrote about it in RTR4! (here's the image: realtimerendering.com/figures/RTR4.1…)
That's an interesting approach. Also expanding my original reply - with proper UV setup, charts don't need borders/gutters for bilinear interpolation.
One week from today meet @pointinpolygon @renderwonk and @kenpex , 3 of 6 authors of #RealTimeRendering at #CRCPress Booth P1867 at @Official_GDC on Wednesday March 20 at 3 pm! Save up to 25%! Learn more about our booth at #GDC19 bddy.me/2T2r5lF @UnrealEngine #UE4
Real-Time Rendering progress! (Note that both image and paper quality is much better in the 2nd print) @pointinpolygon @renderwonk @SebHillaire @kenpex @miwanicki
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. people.csail.mit.edu/tzumao/diffrt/
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: realtimerendering.com/Real-Time_Rend… @pointinpolygon @SebHillaire @kenpex @miwanicki @renderwonk
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
#rtradvances slides from @SebLagarde and @zalbard sharing the design principles and details of @unity3d high definition rendering pipeline including material and lighting advances are posted on advances.realtimerendering.com/s2018/index.htm
"Material Advances in Call of Duty: WWII" research.activision.com/t5/Publication… #graphicsprogramming
RT @CRCPress You still have one week left to enter to win a FREE copy of #RealTimeRendering! Don't miss this opportunity! bit.ly/2uR6Jmh @inversepixel @pointinpolygon @renderwonk @kenpex @miwanicki @SebHillaire @UnrealEngine