The SIGGRAPH Physically Based Shading course is back this year: https://blog.selfshadow.com/publications/s2025-shading-course/
Principal Rendering Engineer, Lucasfilm Advanced Development Group
The SIGGRAPH Physically Based Shading course is back this year: https://blog.selfshadow.com/publications/s2025-shading-course/
@BrianKaris Naty gave me a warm welcome and introduced me to lots of people at Gamefest and GDC earlier that year, when I was presenting for the first time. It had a similar effect on me and I’ve tried to pay it forward since. I’m sure you have too.
@BrianKaris congratulations! Well deserved!
We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:
Here's a cool new paper on an energy-preserving version of the Oren-Nayar model for a rough diffuse BRDF. By Jamie Portsmouth, Peter Kutz, and @self_shadow
🎨✨ We introduce a novel anisotropic specular image-based lighting method that serves as a drop-in replacement for the standard bent normal technique. This approach renders materials like brushed stainless steel and fur more realistically.
We derive an analytic formula for determining the major axis of the specular microfacet BRDF and place the environment samples along it, similar to anisotropic texture filtering.
👉 Project page: https://xavierchermain.github.io/publications/aniso-ibl
The video recordings of all HPG 2024 sessions are now available online:
https://www.highperformancegraphics.org/2024/program/index.html
SIGGRAPH 2024 content links: https://blog.selfshadow.com/2024/08/03/siggraph-2024-links/. More to follow. Let me know if I'm missing anything.
SIGGRAPH 2024 Advances in Real-Time Rendering in Games course syllabus is up https://advances.realtimerendering.com/ - Enjoy! See you on Tuesday.
Who’s at #SIGGRAPH2024?
Please boost for visibility.
This Saturday I'll be presenting our paper “Cache Points for Production-Scale Occlusion-Aware Many-Lights Sampling and Volumetric Scattering" at DigiPro 2024.
The paper is now available for free on the ACM DL: https://dl.acm.org/doi/10.1145/3665320.3670993
This paper is a deep dive into Disney's Hyperion Renderer's many-lights sampling system. We cache and interpolate light sampling distributions at points throughout space (hence the name). We've now used this system for 10 years, on every project since 2014.
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As paper co-chair for the High Performance Graphics conference (together with AMD's @AaronKnoll1) I am incredibly proud to announce that the paper line-up is now officially available on the HPG'24 website:
I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport: https://cs.dartmouth.edu/~wjarosz/publications/seyb24from.html
We show how to use stochastic implicit surfaces (SISes) to describe microfacet surfaces and participating media (and a bunch of new things in between).
I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with @mattpharr @marcosalvi and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N
@BartWronski @aras I’m fairly certain that was “Art Direction within Pixar’s Physically Based Lighting System” (Ian Megibben & Farhez Rayani). Sadly we never got permission to post final slides at the time. I should really ping Ian again.
Days since being caught out by Photoshop’s default greyscale working space: 0.
Check out the great papers accepted to I3D 2024! https://i3dsymposium.org/2024/papers.html
Wow! The entirety of the Cinefex back catalog is being uploaded to http://archive.org by the original editors. This is an absolutely essential resource for VFX historians and enthusiasts; back when Cinefex was still being published, each issue was essentially mandatory reading for anyone looking to stay on the cutting edge of the VFX industry.