
Eric Heitz
@eric_heitz
Followers
5K
Following
686
Media
37
Statuses
653
RT @Auzaiffe: Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors….
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...
0
24
0
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….
0
5
0
RT @ssh4net: “EON: A practical energy-preserving rough diffuse BRDF”.Jamie Portsmouth, Peter Kutz, Stephen Hill. (G….
0
44
0
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..
0
75
0
RT @daseyb: I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport:..
0
70
0
RT @StavrosDiol: Time to share our #SIGGRAPH2024 paper "N-Dimensional Gaussians for Fitting of High Dimensional Functions"! . We show that….
0
64
0
Our I3D paper won the best paper presentation & the best paper runner-up awards. Congrats on the amazing presentation @thomasdeliot !
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!
4
10
111
RT @thomasdeliot: @SebAaltonen @eric_heitz @I3DCONF A minimalist unity sample for optimizing a triangle soup is now live on the project pag….
0
5
0
By implementing our method in @unity, we can achieve fully cross-platform differentiable rendering, running even on low-end mobile phones:
1
8
75
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!
16
167
817
RT @Auzaiffe: We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can….
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…
0
33
0
RT @AaronHertzmann: Here are some of my opinions why industry research labs benefit from publishing papers.
aaronhertzmann.com
Aaron Hertzmann's blog
0
26
0