
Anis Benyoub
@Auzaiffe
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Graphics Research Engineer at Intel. Previously Graphics Engineer @Unity3d HDRP, ex-Autodesk. Opinions are my own, not employer's.
France
Joined June 2012
Looking for a fast method to render your large-scale game components?. Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
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The source code for the Longest edge bisection, tetrahedral based, volume representation for faster path tracing project is online available on GitHub and is under MIT license. Feel free to grab it and play with it!
github.com
Demo project for the leb3D structure for path tracing - AnisB/leb3D
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RT @KostasAAA: Physically Based Shading in Theory and Practice Siggraph 2025 course slides are available online:
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Given that I am leaving Intel, I'll be handing ownership of the texture set neural compression sample to my team members, please reach out to @_Laurent as an entry point.
github.com
Texture Set Neural Compression Sample. Contribute to GameTechDev/TextureSetNeuralCompressionSample development by creating an account on GitHub.
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Excited to share that our talk is scheduled for the first day of #SIGGRAPH2025 — Sunday, August 10!.If you're attending and interested, hope to see you there!. 🔗
s2025.conference-schedule.org
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RT @inversepixel: Our upcoming HPG 2025 paper ”Collaborative Texture Filtering” is up!.Research done with .@_pandersson, Matt Pharr, and @B….
research.nvidia.com
Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of...
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We're presenting at #SIGGRAPH2025! 🚀.We use adaptive tetrahedral grids (via the LEB algorithm) to GPU path trace volumetric production assets. Fewer neighbors, less memory, real-time performance—up to 30× faster than regular grids.
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Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors in a convinient way. This opens the door for a range of new rendering algorithms, making them more practical for game dev.
devblogs.microsoft.com
Welcome to the preview release for Cooperative Vector support in D3D12. This exposes powerful new hardware acceleration for vector and matrix operations, enabling developers to efficiently drive...
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The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun
github.com
Texture Set Neural Compression Sample. Contribute to GameTechDev/TextureSetNeuralCompressionSample development by creating an account on GitHub.
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