
Graphics guy at Quantic Dream, thoughts are my own LinkedIn: alexandre-lamure Bluesky: @alexandrelamure.bsky.social Mastodon (https://xitter.cf/t.co/R9yurpqmXQ): @alexandre_lamure
Ile-de-France, France
Joined January 2018
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Many people still learn graphics programming with OpenGL. I wrote a short blog post on the core ideas for a Vulkan transition.
alexandrelamure.github.io/gr…
Alexandre Lamure retweeted
Real-Time Volumetric Light Transport Inference without a Path
Ludwic Leonard, Ruediger Westermann
(Technical University of Munich, Germany)
arxiv.org/abs/2611.12103
Abstract:
We present a real-time method for reconstructing fully integrated pixel radiance in rendered volumetric media under direct and ambient environmental illumination, using compact, low-cost scene features and statistics. Unlike Monte Carlo denoising pipelines for volumetric rendering, which depend on computationally expensive path-traced radiance estimates, our approach directly infers the final light-transport solution from inexpensive primary-ray and environment sample evaluations. We show that these features form a near-sufficient representation of the scene, enabling accurate reconstruction at substantially lower computational cost. Using an attention-augmented image-to-image network, we demonstrate that complete pixel radiance can be inferred directly from these auxiliary features, without requiring the original radiance signal. Operating in image space also provides a more stable computational cost as the camera zooms into or out of the volume, with substantially less dependence on volume density than approaches based on explicit multiple-scattering simulation. We demonstrate real-time performance and high reconstruction accuracy in challenging volumetric cloud scenarios.
Alexandre Lamure retweeted
Real-Time Path Tracing in Games: Best Practices for Performance and Scalability github.com/NVIDIA-RTX/Whitep…
Alexandre Lamure retweeted
Released a paper that we haven't had a chance to formally publish yet. NTC suffers from divergence at runtime, and we were exploring ways to avoid it. A work uses a generalized decoder for NTC, but ours uses a NN to upscale texels
arxiv.org/abs/2611.07289
Alexandre Lamure retweeted
New blog post: Building a Fiber-Based Job System from Scratch.
I walk through how I built the fiber-based job system in my offline renderer, including scheduling, synchronization, and the design choices behind it.
agraphicsguynotes.com/posts/…
Alexandre Lamure retweeted
Didn't see this particular article on Radiance Cascades before, good one
jacktollenaar.top/articles/s…
Alexandre Lamure retweeted
Something I've wanted to write up for a while, this is how I wish I'd learned spherical harmonics: andrew-helmer.github.io/demy…
Alexandre Lamure retweeted
Great post on a fast/elegant approach to UI rendering:
blickeditor.com/blog/caching…
I would have loved to have implemented something like this in Figma, but "unfortunately" it needs to support a lot more generality, including the ability to render arbitrary user-designed scenes...
Alexandre Lamure retweeted
New update to glTF Research Scenes!
Fixed missing normals on some meshes
Corrected roughness factor interpretation
Added a new scene
Check it out:
github.com/ErfanMo77/gltf-re…
Alexandre Lamure retweeted
Graphics Programming weekly - Issue 459 - October 18th, 2026 jendrikillner.com/post/graph…
Alexandre Lamure retweeted
Dynamically Animated Skinned Heightfield Rendering github.com/tomforsyth1000/DA…
Alexandre Lamure retweeted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated!
Project started 10 years ago; excited for the years to come!
github.com/zeux/meshoptimize…
Alexandre Lamure retweeted
注目のDLSS5。一体どんな仕組みで動作しているか、深掘りして解説してみました
DLSS5がすごいのは、元画像中のオブジェクト形状を一切変更せず、1度のみの推論で陰影だけを生成する「One-Step Pixel-Space Diffusion Transformer」を採用しているところ。
詳細は記事をどうぞ
pc.watch.impress.co.jp/docs/…
Alexandre Lamure retweeted
With all the talk of AI 3D, I decided to test them against their viral claims:
youtu.be/qsmDdOi07fI?si=Gh8s…
Alexandre Lamure retweeted
Wrote something about SSS and Blue noise :
linkedin.com/pulse/what-happ…
Alexandre Lamure retweeted
Nobody talks about this, that's one of the main SSS issues : push SSS scale for transparency/translucency and thin mesh features, go dark and shift color unrealistically. It's SSS inner mechanics not a bug, but almost no shader exposes an actual fix 🍋
linkedin.com/pulse/sss-achie…
Alexandre Lamure retweeted
Graphics Programming weekly - Issue 456 - September 20th, 2026 jendrikillner.com/post/graph…
Alexandre Lamure retweeted
Physically Based Rendering in the Latent Space
Vuk Radovanovic, Vishesh Gupta, Adrien Gruson, Binh-Son Hua
Paper: arxiv.org/abs/2609.21054
Code (MIT? Soon): github.com/trinity-graphics/…
Abstract:
Image diffusion models have shown impressive image generation capabilities but are often hard to control, in contrast to classical computer graphics pipelines such as physically based rendering. However, we observe that there is a bridge between light transport phenomena and the distribution of latent space values produced by such models. Thus, we introduce physically based rendering in the feature space learned by the variational autoencoders in generative models, enabling light transport simulation in the latent space. This allows us to leverage physically based rendering techniques to output latent maps for physically guided content generation. We propose modifications to the rendering equation, which, when paired with a differentiable renderer, can yield an optimal set of scene parameters that require only minimal refinement to accurately render into the pretrained latent space. We train our method on a single rendered image, and then demonstrate the generalization of the method to scene geometry changes, lighting changes, and camera view changes.
Alexandre Lamure retweeted
An Elementary Expression for Multiple Scattering in Homogeneous Microflake Media
Jonathan Dupuy
arxiv.org/abs/2609.20394
Abstract:
We derive a novel diffuse-like BRDF based on microfacet theory. Its main novelty lies in the fact that it admits an elementary expression for both evaluation and importance sampling, while accounting exactly for all scattering orders under the Smith shadowing assumption. As such, it is the first to settle the question of whether such a construction was possible. In practice, the BRDF produces Lambertian reflectance at normal incidence and progressively concentrates reflected light around the mirror direction as incidence approaches grazing. We showcase this effect by comparing rendering results against Lambertian and state-of-the-art stochastic microfacet BRDFs.
Alexandre Lamure retweeted
More on our tetrahedral cage research: the numbers behind the demo video. 🌳
📉 <2GB of BVH memory, vs. up to 80GB for conventional animated BVHs.
⚡ 500M+ animated triangles ray traced per frame at 60+ FPS.
See the breakdown ⬇️
gpuopen.com/learn/how-tetrah…






























