
Thomas Deliot
@thomasdeliot
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Research Engineer in Computer Graphics @IntelGraphics, previously @Unity3D
Grenoble, France
Joined November 2011
RT @StavrosDiol: Tomorrow (Tuesday) at SIGGRAPH and 11:15 am we will be demonstrating N-Dimensional Gaussian Fitting interactively and will….
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RT @Axel_Paris: 📰🏔️New paper alert! 📰🏔️. Next week, Hugo Schott will present our latest work on Multiscale Terrain Amplification at #SIGGRA….
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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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RT @eric_heitz: Our I3D paper won the best paper presentation & the best paper runner-up awards. Congrats on the amazing presentation @thom….
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RT @SebAaltonen: This looks super promising. I am definitely taking a hard look at their findings. And their code has no external dependenc….
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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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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…
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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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RT @Auzaiffe: Did you know you could importance sample the GGX BRDF using spherical caps?. Our latest paper shows how and leads to an even….
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RT @NewheadStudio: Pleased to announce Hitman Party, our new local multiplayer party game on Steam ! Can you blend in with the crowd, outsm….
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RT @mirror2mask: Slides for the #rtradvances @siggraph 2022 Bisection-Based Triangulation of Catmull-Clark subvision by Jonathan Dupuy and….
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RT @mirror2mask: The program for #rtradvances for @siggraph 2022 is online! - lots of great talks this year again!….
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RT @SebLagarde: Can't be more exited by this acquisition. Unity welcome Weta Digital!
unity.com
Today, Unity announced that it has entered into a definitive agreement to acquire Weta Digital, specifically its artist tools, core pipeline, intellectual property, and award-winning engineering...
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RT @mirror2mask: SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Experimenting with Concurrent Binary Trees for Large Scale Terrai….
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RT @mirror2mask: SIGGRAPH 2021 Advances in Real-Time Rendering in Games course videos: @kechogarcia @thomasdeliot @….
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RT @mirror2mask: Slides for Advances in Real-Time Rendering Part I are posted: @siggraph #rtradvances for the talks….
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