Eric Heitz Profile
Eric Heitz

@eric_heitz

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Research director at Intel.

Joined August 2014
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@eric_heitz
Eric Heitz
2 months
RT @ssh4net: A Fluorescent Material Model for Non-Spectral Editing & Rendering. Belcour Laurent @_Laurent , Fichet Alban, Barla Pascal.(Int….
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@eric_heitz
Eric Heitz
2 months
RT @Auzaiffe: Happy to share that our paper with @_Laurent, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors….
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@eric_heitz
Eric Heitz
5 months
RT @Auzaiffe: I presented at MSFT’s AGS a demo that used coop vectors for NTC in smth representative of a modern RP with real texture contr….
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@eric_heitz
Eric Heitz
5 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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@eric_heitz
Eric Heitz
10 months
RT @ssh4net: “EON: A practical energy-preserving rough diffuse BRDF”.Jamie Portsmouth, Peter Kutz, Stephen Hill. (G….
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@eric_heitz
Eric Heitz
11 months
RT @robcupisz: I can't believe we're done!. Time Ghost. A short film we on the Demo Team have been working on for a while..
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@eric_heitz
Eric Heitz
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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@eric_heitz
Eric Heitz
1 year
RT @AlbanOrigin: Can't wait for the presentation?. Here is our project webpage:
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Eric Heitz
1 year
RT @daseyb: I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport:..
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@eric_heitz
Eric Heitz
1 year
RT @StavrosDiol: Time to share our #SIGGRAPH2024 paper "N-Dimensional Gaussians for Fitting of High Dimensional Functions"! . We show that….
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@eric_heitz
Eric Heitz
1 year
Our I3D paper won the best paper presentation & the best paper runner-up awards. Congrats on the amazing presentation @thomasdeliot !
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@eric_heitz
Eric Heitz
1 year
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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@eric_heitz
Eric Heitz
1 year
RT @thomasdeliot: @SebAaltonen @eric_heitz @I3DCONF A minimalist unity sample for optimizing a triangle soup is now live on the project pag….
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@eric_heitz
Eric Heitz
1 year
Paper with @thomasdeliot and @_Laurent. Project page:
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@eric_heitz
Eric Heitz
1 year
By implementing our method in @unity, we can achieve fully cross-platform differentiable rendering, running even on low-end mobile phones:
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@eric_heitz
Eric Heitz
1 year
Differentiable rendering is great but reimplementing engine-specific algorithms from scratch in PyTorch or new fancy shading languages is painful. Here, we jointly optimize a Catmull-Clark subdivision surface with displacement mapping and PBR textures in a classic renderer:
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@eric_heitz
Eric Heitz
1 year
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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@eric_heitz
Eric Heitz
2 years
Thanks to last years' real-time glint rendering advances, we can finally render the Penrose Triangle.
@historyinmemes
Historic Vids
2 years
The Penrose Triangle is an object that can only exist in depictions and not in real life.
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@eric_heitz
Eric Heitz
2 years
RT @AaronHertzmann: Here are some of my opinions why industry research labs benefit from publishing papers.
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aaronhertzmann.com
Aaron Hertzmann's blog
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