Laurent Belcour
@_Laurent
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Graphics Researcher @ Intel
Joined February 2009
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. https://t.co/1bDAzqvBnr
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Excited to share 2025 update from our team, including our presence at #HPG and #SIGGRAPH: https://t.co/5TeBuVRSG0 We focus on visual efficiency and democratizing high-end visual experiences.
community.intel.com
Visual Efficiency for Intel’s GPUs  At Intel, we are reimagining the future of graphics—making it more nimble, accessible, and power-efficient.  As the landscape of GPU technology rapidly evolves,...
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🚀 #HPG2025 schedule is live! 🔗 https://t.co/qbs2UjbJWQ Dive into 3 days of real-time graphics: Keynotes (AMD, Roblox, NVIDIA) Paper & poster sessions Hot3D talks Student competition Harbour Boat Tour & Banquet Register now!!
highperformancegraphics.org
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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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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. https://t.co/A3IYP7EC83
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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If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend! https://t.co/subTehJL8J
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The I3D 2025 Call for Papers has been published! Submission deadline: 10 of January, 2025 Get more information in our website: https://t.co/ZXmlE1WJCa
#I3D2025
i3dsymposium.org
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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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 method is so simple and efficient it works in real-time. With it, you can experience near-spectral quality fluorescence even with commercial game engines. Come and join the fluorescent party!
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I will be presenting our new work on differentiable rendering with @eric_heitz and @_Laurent at @I3DCONF next month. Very excited ! #I3D2024
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can find it here, hope you find it useful:
auzaiffe.wordpress.com
In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn’t require b…
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Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023. @thomasdeliot and @_Laurent won the 1st place with their real-time glints Jonathan Dupuy and @Auzaiffe won the 2nd place with their GGX VNDF sampling https://t.co/4v5L9aZrqg
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Intel Graphics Research is excited to share our contribution across SIGGRAPH, EGSR, HPG, and EG this summer. Low-energy path tracing, generative AI, neural graphics and more! https://t.co/RMFbOrzXhK Amazing work of our researchers and collaborators.
intel.com
Find out about Intel's latest research for graphics and generative AI.
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Pascal is going to present it at EGSR in Delft. Don't miss his talk! 5/5
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All this is actualy pretty simple maths and comes from a cool geometric insight: weights on a Partition of Unity in spectral domain become generalized barycentric coordinates in chromaticity space. 4/5
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We found that many others vathochromic effects (change of chromaticity with depth) could be designed with our method. For example, we can now control the color of multiple scattering of an object on itself! 3/5
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