Tomas Akenine-Möller
@inversepixel
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Researcher @ NVIDIA, professor @ Lund Uni, Real-Time Rendering, https://t.co/NtcN1BKX7H, Ray Tracing Gems, crime fiction book: Gamla kirurgen (https://t.co/zjOgTsMrcc)
Sweden
Joined October 2010
Real-Time Rendering progress! (Note that both image and paper quality is much better in the 2nd print) @pointinpolygon @renderwonk @SebHillaire @kenpex @miwanicki
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Our upcoming HPG 2025 paper ”Collaborative Texture Filtering” is up! Research done with @_pandersson, Matt Pharr, and @BartWronsk. https://t.co/ZZtPU8vkJB
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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I'm excited to share our latest paper (work with Matt Pharr and @inversepixel ), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025. https://t.co/8N9dlSdplT
https://t.co/WTtpMHfHlW 1/
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FLIP v1.4 is out! It makes the Python implementation about 20-47x faster than before, and significantly more convenient to use. Code available at https://t.co/a5nWWuF2ua. Details in 🧵.
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Single header FLIP.h, for both CPU-only and CUDA, has just been released: https://t.co/upem5dZD5m
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A Korean translation of "Real-Time Rendering" will be released July 31. See https://t.co/kvN9UQCGDY for bookstores carrying it.
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We finally get to share our neural materials research. We created custom highly-realistic reference materials, we invented new neural models, and we built new graphics systems. End result is these neural materials run in a real-time path tracer. https://t.co/EOHnRbjjS1
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NVIDIA is thrilled to share our SIGGRAPH 2023 papers. It is our best SIGGRAPH yet, with ~20 papers authored in partnership with over a dozen universities. Generative AI, 3D content creation, neural rendering, neural physics, and more... https://t.co/fN6f3g2eDQ
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I'm super excited to finally share our work (with @karthikvnathan @marcosalvi @inversepixel @_pandersson @aaronlefohn ), accepted to Siggraph 2023: https://t.co/La6yaoB1PT Neural Texture Compression.
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Improved material & light separation in triangular 3D model extraction from images. Paper, video & code: https://t.co/oKr5UTjKeV
#NeurIPS2022, @nvidia
Shape, Light & Material Decomposition from Images using Monte Carlo Rendering and Denoising abs: https://t.co/Ql2q35kphz
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The #NVIDIA ADA GPU Architecture Whitepaper is available: New RT cores with Opacity Micromaps + Displaced Micro-Meshes, 2x Ray-Triangle intersect throughput, Shader Execution Reordering, 96MB L2 cache, 2x Optical Flow accel. perf, improved Tensor Cores... https://t.co/zy1cEq7fiy
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Lookit! Lookit!
Hansson-Söderlund, Evans, and Akenine-Möller, Ray Tracing of Signed Distance Function Grids. https://t.co/APZLQgxD5Y
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We had a blast at #SIGGRAPH2022 last week demoing our new modular open source #neuralfields NeRF library, Kaolin Wisp. In case you missed the session... the video recording of the overview talk and the Wisp tutorial from @OrPerel is available online! https://t.co/bhql57Tf4R
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Now that real-time path tracing is here, what comes next for real-time rendering research? Slides + recording of Petrik Clarberg’s High Performance Graphics 2022 keynote are now available: “Real-Time Path Tracing and Beyond” https://t.co/VMWxI5rwiU (1/3)
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For about 38 years I mostly ignored physical units for emitters. Then, (wait for it...), I saw the light. Here's my in-depth post about physical lighting units (and the flawed web pages that try to describe them): https://t.co/wR0ubrWbtN - correct me if I've also erred!
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Nu finns "Gamla kirurgen" som ljudbok, inläst av den eminente Fredde Granberg. In och lyssna på valfri tjänst! https://t.co/IqlW5qKalo
https://t.co/UJirFNLFSl
https://t.co/6NBv7lLZrl Lava förlag #gamlakirurgen
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Today, our suspense novel called "Gamla Kirurgen" is available in print... (only in Swedish though). https://t.co/xdeKoFQ95j
@andremoller
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