Laurent Belcour Profile
Laurent Belcour

@_Laurent

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Graphics Researcher @ Intel

Joined February 2009
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@_Laurent
Laurent Belcour
2 months
RT @Auzaiffe: We're presenting at #SIGGRAPH2025! 🚀.We use adaptive tetrahedral grids (via the LEB algorithm) to GPU path trace volumetric p….
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@_Laurent
Laurent Belcour
3 months
RT @Auzaiffe: Happy to share that our paper with @_Laurent, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors….
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@_Laurent
Laurent Belcour
3 months
RT @HPG_Conf: 🚀 #HPG2025 schedule is live!.🔗 Dive into 3 days of real-time graphics:.Keynotes (AMD, Roblox, NVIDIA….
highperformancegraphics.org
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@_Laurent
Laurent Belcour
3 months
RT @Auzaiffe: The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun .
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github.com
Texture Set Neural Compression Sample. Contribute to GameTechDev/TextureSetNeuralCompressionSample development by creating an account on GitHub.
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@_Laurent
Laurent Belcour
3 months
RT @Auzaiffe: Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors….
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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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@_Laurent
Laurent Belcour
6 months
RT @Auzaiffe: If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft'….
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@_Laurent
Laurent Belcour
9 months
RT @I3DCONF: The I3D 2025 Call for Papers has been published!. Submission deadline: 10 of January, 2025. Get more information in our websit….
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i3dsymposium.org
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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@_Laurent
Laurent Belcour
1 year
RT @Auzaiffe: Looking for a fast method to render your large-scale game components?. Our lastest @HPG_Conf paper allows to render terrains,….
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@_Laurent
Laurent Belcour
1 year
RT @AlbanOrigin: Can't wait for the presentation?. Here is our project webpage:
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@_Laurent
Laurent Belcour
1 year
RT @AlbanOrigin: The method is so simple and efficient it works in real-time. With it, you can experience near-spectral quality fluorescenc….
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@_Laurent
Laurent Belcour
1 year
RT @AlbanOrigin: Do you want fluorescence in your renderer without having to make it spectral?. I got you covered! At #EGSR2024 I will unve….
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@_Laurent
Laurent Belcour
1 year
RT @thomasdeliot: I will be presenting our new work on differentiable rendering with @eric_heitz and @_Laurent at @I3DCONF next month. Very….
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@_Laurent
Laurent Belcour
1 year
RT @eric_heitz: In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero exter….
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@_Laurent
Laurent Belcour
1 year
RT @Auzaiffe: We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can….
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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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@_Laurent
Laurent Belcour
2 years
RT @eric_heitz: Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023. @thomasdeliot and @_….
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@_Laurent
Laurent Belcour
2 years
RT @Kaplanyan: Intel Graphics Research is excited to share our contribution across SIGGRAPH, EGSR, HPG, and EG this summer. Low-energy pat….
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intel.com
Find out about Intel's latest research for graphics and generative AI.
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@_Laurent
Laurent Belcour
2 years
Pascal is going to present it at EGSR in Delft. Don't miss his talk! 5/5.
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@_Laurent
Laurent Belcour
2 years
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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@_Laurent
Laurent Belcour
2 years
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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