Programmer previously at Infinity Ward, Intel and id Software. Author of Game Physics In One Weekend.

Joined June 2009
My book series, Game Physics In One Weekend, is now released to Kindle. With companion source code available at gamephysicsweekend.github.io…
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BVH Encoding for Neural-Assisted Ray Tracing Daniel Meister, Takahiro Harada (AMD - Advanced Micro Devices, Inc.) jcgt.org/published/0015/02/0… Abstract: We propose a novel input encoding method of 3D positions for neural networks used in ray tracing algorithms. Our encoding technique utilizes the bounding volume hierarchy (BVH), which serves both as an acceleration data structure for ray tracing and as a spatial data structure for indexing learnable latent feature vectors. Our method naturally adapts to scene geometry, supports general geometric primitives, and maintains a bounded memory footprint independent of scene complexity. We demonstrate an application of our technique in the context of neural radiance cache (NRC).
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My Spring 2026 undergraduate Digital Design & Computer Architecture (DDCA) course is fully online. DDCA is a first course in computing. Background required is minimal. Focus: chip design & computer architecture. Youtube: youtube.com/watch?v=M2rdcGH5… @SAFARI_ETH_CMU @CSatETH @ETH_en
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I put motion-bricks.cpp up on GitHub! It generates animations from key-frames in realtime using a tiny model that easily runs on a desktop CPU and Vulkan. There are still bugs to iron out and I'm thinking this can be combined with physical simulation and robotic control policies...
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In this paper is presented FIBER, a GPU architecture that decouples register ownership from parallel execution instances, comprising ISA extensions, lightweight microarchitectural enhancements, and a CUDA-compatible programming model. arxiv.org/pdf/2608.19628
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Open-source humanoid for under $5,000! 😳 UC Berkeley released Berkeley Humanoid Lite, an open-source humanoid robot that costs under $5,000 and can be built on a desktop 3D printer. Every component is either 3D-printable or available on Amazon. There's no need of specialized manufacturing, nor exotic materials. This breaks the $ 50K-$100K barrier that locked humanoid robotics behind university labs and big companies. Design uses cycloidal gears, optimal for 3D-printed actuators. They extensively tested the plastic components for durability because 3D-printed parts are weaker than metal. The tests validated they're reliable enough for research. Check the demos! It plays with Rubik's cubes, writes its name with a marker, walks on two legs, or manipulates blocks. Zero-shot sim-to-real transfer using reinforcement learning. Everything is open, including hardware designs, code, and even training frameworks. Democratizing robotics and lowering the entry point is probably my favourite sentence :) 🔗 Here's the project page (build it!!!): lite.berkeley-humanoid.org/ ~~ ♻ Join the weekly robotics newsletter, and never miss any news → ziegler.substack.com
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Variational r-Adaptive Cloth Simulation Jiahao Wen, Zhen Chen, Jernej Barbič, Danny M. Kaufman (Adobe; USC) arxiv.org/abs/2608.17833 Abstract: We present the first r-adaptive method for simulating cloth dynamics and statics with frictional contact in modern cloth pipelines. Thin cloth requires high effective spatial resolution to reproduce wrinkles, folds, buckling, and sharp contact features. However, applying existing variational r-adaptivity to piecewise-linear shells reveals two coupled failure modes. Discretized incremental-potential (IP) optimization can become trapped in poor local minima, yielding suboptimal physical configurations. It can also lower IP artificially by collapsing elements, invalidating the finite-element approximation on which the objective relies. We address both problems with degeneracy-activated quality regularization. The regularizer remains inactive for well-shaped elements, preserving anisotropic adaptation and local densification, but becomes strong near degeneracy. It suppresses spurious low-energy basins, improves escape from suboptimal physical minima, and prevents element bunching, a cloth-specific failure in which elements progressively collapse as cloth slides across sharp contact features. For practical performance, we introduce a dynamic nonlinear solver that exploits within-timestep coherence through accelerated derivative evaluation and dynamic IPC tolerance updates for r-adaptive iterative trust-region (ITR) solves. This yields a 3-6x speedup over prior optimal ITR. Experiments on challenging frictional-contact scenarios show that, under equal vertex-count and time-budget constraints, our method achieves higher visual fidelity than fixed meshes.
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All major neural networks, in one chart. v/The Asimov Institute
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Free PDF of my new Optimization book: faculty.washington.edu/sbrun… If you like it, check it out on Amazon or at Cambridge University Press! Please leave a review and email me with any typos/corrections.
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Extended (2x) version of my SIGGRAPH 2026 talk: youtube.com/watch?v=aQv9pUl9… Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
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Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light, Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
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This might be the most important paper on surface shading to come out in years. TL;DR: microfacet models are wrong and proposed wave-based or hybrid alternatives are wrong too. This is an exciting opportunity for new research! ssteinberg.xyz/2026/04/01/ac…
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Curly Hair Simulation using Curly Finite Elements Xinming Pei, Zhendong Wang, Lei Lan, Weiwei Xu, Yin Yang, Huamin Wang arxiv.org/abs/2607.22103 Abstract: Realistic simulation of curly hair is challenging due to the tight coupling between macroscopic strand deformation and high-frequency geometric details such as waves and helices. In this paper, we propose a curly hair model that decomposes each strand into curly elements, consisting of a rod-base configuration and an analytically defined high-frequency wrinkles represented by planar waves or volumetric helices, with deformation governed primarily by bending for wavy hair and twisting for spiral hair. A curvature-energy splitting scheme separates stretching, buckling, and bending contributions, and efficient energy approximations improve numerical robustness and reduce computational cost without degrading visual fidelity. We further introduce a hybrid collision handling strategy that combines coarse collision proxies for the base configuration with analytical treatment of high-frequency details, and adapt guide-strand interpolation to our curly finite-element representation to generate dense hair while preserving fine structure. Experiments demonstrate stable, efficient, and visually faithful simulation of curly hair across diverse scenarios.
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Microsoft / Sony / Nintendo keeping their console SDKs behind NDAs has been a real issue limiting the sharing of open source work in game dev. I can see the concern with pre-release work leading up to a console launch, but afterwards, just having everything public on the internet makes for a better development experience for everyone. Microsoft, at least, should know better.
Replying to @ocornut @valigo
The fact that consoles API are nefariously under NDA adds additional hurdle for releasing capable/polished small engines which actually shipped games. Most small teams can’t bother (=can’t afford) the extra cost of engineering for the constraint of ensuring 0 nda breach.
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Today we are releasing the code for Gabor Fields arcanous98.github.io/project…. A new way to understand volume rendering with primitives (think Gaussians, but different!), that allows us to do principled LOD, extreme acceleration (\w control variate theory) and much more #SIGGRAPH26 🧵
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Happy to announce that I’ll be presenting my work on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 as part of Advances in Real-Time Rendering at SIGGRAPH 2026. Ever since ray-tracing hardware debuted, I’ve been obsessed with trying to fix common screen-space denoising artifacts to make ray tracing viable for competitive multiplayer gameplay. VRRT is my solution: through smart on-screen ray reallocation and load balancing, we achieve a fixed frame time with no disocclusion or lag-on-movement issues. See the course page for the full abstract. advances.realtimerendering.c…
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My team is hiring an Engineer. Graphics, Vision and AI knowledge all help immensely. If you tolerate my bullshit here, you might just tolerate it in person. DMs open.
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"Advanced Vulkan Compute: The Power of Parallelism" Good introduction to compute shaders, GPU architecture and memory models, most of the discussion applies to DirectX 12 as well. docs.vulkan.org/tutorial/lat…
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