@_Laurent Profile picture

Laurent Belcour

@_Laurent

Graphics Researcher @ Intel

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Laurent Belcour Reposted

Looking for a fast method to render your large-scale game components? Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.


Laurent Belcour Reposted

Can't wait for the presentation? Here is our project webpage: ggx-research.github.io/publication/20…

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Laurent Belcour Reposted

The method is so simple and efficient it works in real-time. With it, you can experience near-spectral quality fluorescence even with commercial game engines. Come and join the fluorescent party!


Laurent Belcour Reposted

Do you want fluorescence in your renderer without having to make it spectral? I got you covered! At #EGSR2024 I will unveil with @_Laurent and Pascal Barla a reduction technique to integrate fluorescence into RGB rendering!


Laurent Belcour Reposted

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!



Laurent Belcour Reposted

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!


Laurent Belcour Reposted

We wrote a tiny blogpost about a nice trick to speed up VNDF importance sampling an isotropic Smith-GGX distribution. You can find it here, hope you find it useful: auzaiffe.wordpress.com/2024/04/15/vnd…


Laurent Belcour Reposted

Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023. @thomasdeliot and @_Laurent won the 1st place with their real-time glints Jonathan Dupuy and @Auzaiffe won the 2nd place with their GGX VNDF sampling ggx-research.github.io/publications.h…

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Laurent Belcour Reposted

Intel Graphics Research is excited to share our contribution across SIGGRAPH, EGSR, HPG, and EG this summer. Low-energy path tracing, generative AI, neural graphics and more! intel.com/content/www/us… Amazing work of our researchers and collaborators.


Laurent Belcour Reposted

Pleased to announce our #HPG2023 paper w/@_Laurent on real-time glints: ggx-research.github.io/publication/20… We improve the SOTA by introducing a correct blending operator and 1.5-5x performance improvement by natively handling anisotropic footprints at a fixed cost: youtu.be/hsBacmXO08I


Laurent Belcour Reposted

Did you know you could importance sample the GGX BRDF using spherical caps? Our latest paper shows how and leads to an even simpler and faster algorithm than that of @eric_heitz Check it out online: ggx-research.github.io/publication/20…


Laurent Belcour Reposted

When @_Laurent and I started learning about diffusion models, we were puzzled by the amount of jargon and concepts. So, we derived a model from scratch with our own graphics-people intuitions. Simple derivation, simple implementation, SOTA quality. ggx-research.github.io/publication/20…

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Laurent Belcour Reposted

Have you seen the I3D 2022 Papers Preview video? So many great papers will be presented at the conference next week! youtube.com/watch?v=x4mnIQ… Virtual conference 3-5 May Info + schedule: i3dsymposium.org Registration is free but required for access to some events. #I3D2022


Laurent Belcour Reposted

Happy to share our work accepted at @I3DCONF 2022, in collaboration with @eric_heitz & Jonathan Dupuy from Unity Technologies. "Bringing Linearly Transformed Cosines to Anisotropic GGX" arxiv.org/abs/2203.11904 Analytic anisotropic shading from area lights! @PJNarayanan @unity

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Laurent Belcour Reposted

Here it is! Just released: Enemies A short film we’ve been working on for a while now on the Demo Team, here at Unity. Some notes on rendering in the 🧵 youtu.be/eXYUNrgqWUU #unity #gamedev

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