Rendering, light transport and a few sprinkles of physically based simulation. Senior Research Scientist at NVIDIA. Views and opinions are my own, not NVIDIA's.

United States
Joined June 2015
Excited to share some personal news!
A promising development in US-Swiss relations :)
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All scenes on the rendering resources page have been updated to support Mitsuba 3. Big thanks to @seb_spe for doing the work! Grab the scenes here: benedikt-bitterli.me/resourc…
*Mitsuba 3* is now available! It's a major redesign of the lab's infrastructure for differentiable rendering building on the Dr.Jit just-in-time compiler announced yesterday. Full video link: tinyurl.com/mitsuba-tut 1/10
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Looking forward to (virtually) presenting our work with @ejdeon about accelerating microfacet multiple scattering at EGSR later today! twitch.tv/egsr2022
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It's done! I successfully passed my PhD defense today. A big thanks to my thesis committee, @wkjarosz, @BoZhu88252235, @jaakkolehtinen, Steve Marschner and Peter Winkler for committing their time, and their kind comments. Onward to new things!
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Benedikt Bitterli retweeted
Replying to @_cwyman_
@_cwyman_ and @more_fps worked on bringing more performance to ReSTIR DI. So I updated my (poor) implementation, clawing back some fps with basically no sacrifice in quality. These numbers come from a 2060 running the game at 720p.
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Benedikt Bitterli retweeted
Excited to share "Real-time neural radiance cache", our upcoming @siggraph paper. Training + querying the radiance cache takes ~3ms per 1080p frame. This allows us to handle dynamic everything: geo, lighting, diffuse/glossy materials, volumes,... (1/5)
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Benedikt Bitterli retweeted
We develop a new type of GI algorithm based on resampled importance sampling(RIS), here is the link: research.nvidia.com/publicat…
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I'm excited to announce that I will be joining NVIDIA this fall as a senior research scientist. The future of graphics research is more interesting than ever, and for me NVIDIA is one of the best places to be to have an impact on it. Looking forward to it!
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Benedikt Bitterli retweeted
RTXDI is now publicly available. This is a step-function for real-time graphics---light scenes using as many dynamic lights as you want. Stochastically sampled direct lighting is the future. Congrats to @more_fps @_cwyman_ @tunabrain @PawPawDH and many others!
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Benedikt Bitterli retweeted
RTXDI goes public today, after a ton of work over the past couple years (thanks to @more_fps, @tunabrain, many more). Register to get source on Github here: developer.nvidia.com/rtxdi Listen to Alexey @ GTC today: gtc21.event.nvidia.com/media… Video: youtube.com/watch?v=AiliuDkV…
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For the optics / light transport geeks: As a lockdown project I built a Schlieren photography system out of cheap Fresnel lenses to show heat gradients in the air. I talk about details and show some results on youtube: youtube.com/watch?v=OBe2YdJd…
For someone in academia it's a rare but welcome event to see your work become the basis for something useful! It's a privilege to see ReSTIR become part of this. Congratulations to all the folks involved in bringing this to release!
Today, we announce RTX Direct Illumination (RTXDI), enabling creators to render scenes with millions of dynamic area lights in real-time without complex computational overheads or disruptive changes to the artist’s workflow. #RTXOn #GTC20

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Benedikt Bitterli retweeted
Well, the announcement has happened: ReSTIR will be available as part of RTXDI over the coming year. News: news.developer.nvidia.com/re… SDK Link: developer.nvidia.com/rtxdi
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I will be answering questions about our Spatiotemporal Reservoir Resampling paper (ReSTIR) in 10 minutes (10am PDT) at this year's virtual SIGGRAPH. Hope to see you there! Q&A Link: siggraph2020.hubb.me/schedul… Paper presentation link: siggraph2020.hubb.me/schedul…
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Benedikt Bitterli retweeted
A little story from @dartmouth about our lab's upcoming #SIGGRRAPH2020 papers: dartmouth.edu/press-releases… @DartmouthCS PhD students @daseyb w/ @Activision’s @PeterPikeSloan, @AriSilvennoinen, @miwanicki; and @tunabrain w/ @nvidia's @aaronlefohn, @Peter_shirley, @_cwyman_, MattPharr
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Benedikt Bitterli retweeted
I'm excited to be able to share our #SIGGRAPH2020 systems paper on UberBake, a light baking system developed by @Activision! It was a privilege to collaborate with @PeterPikeSloan @AriSilvennoinen @miwanicki and @wkjarosz darioseyb.com/publication/se…
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Congratulations Wojciech!
I’m happy to share some good news during these crazy times: I’m being promoted to Associate Professor with tenure on July 1 ! 🥳🍾🍹👨‍🏫 I couldn’t have done it without help/support from so many, but especially my wife and family, students, colleagues, and mentors. Thank you all!
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Benedikt Bitterli retweeted
If only a year ago someone had told me we could handle direct lighting and shadows from millions of area lights in real-time I wouldn’t have believed them. Congratulations to @tunabrain , @_cwyman_ and everyone else involved with this project!
Can now share our @siggraph paper on many-light rendering. I'm super proud of this work, led by @tunabrain. Official @nvidia blog news.developer.nvidia.com/re…, the paper developer.download.nvidia.co…, and our talented DevTech guys made this super-cool video: youtu.be/HiSexy6eoy8
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Benedikt Bitterli retweeted
Can now share our @siggraph paper on many-light rendering. I'm super proud of this work, led by @tunabrain. Official @nvidia blog news.developer.nvidia.com/re…, the paper developer.download.nvidia.co…, and our talented DevTech guys made this super-cool video: youtu.be/HiSexy6eoy8
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