R&D Graphics Programmer at CDRIN

Québec, Canada
Joined July 2016
Olivier Therrien retweeted
WebGPU实现的gtvbao,效果超出预期。 算法参考:github.com/norio/three-gtvba… 模型来自:sketchfab.com/shahriyarshahr…
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Olivier Therrien retweeted
Meanwhile Suslik (Alexander Sannikov) is improving Radiance Cascades for the general 3D case: youtube.com/watch?v=rG2aok2S…
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Olivier Therrien retweeted
Capsaicin is not just for tacos, it's also our developer rendering framework! v1.3 is out now: 🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting. 🌶️ HDR support with spicier tone mapping. And much, much more: gpuopen.com/learn/gi-1-2-mul…
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Olivier Therrien retweeted
A bit technical thread 🧵 I’ve been improving the in-game ambient occlusion system - and ended up with something I call: Blob-based Analytical Ambient Occlusion on Primitives Here’s what it does to the final image: (more examples later in the thread) (1/16)
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Olivier Therrien retweeted
SSGINode: New node for screen-space global illumination github.com/mrdoob/three.js/p…
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Olivier Therrien retweeted
Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)
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I'm working on a AO and GI for my game. For that reason I'm extending @Mirko_Salm's GT-VBAO (based on @volfaze's work). I've done two things so far: - Sampling a distant light instead of computing AO - Added a heuristic for estimating occluder thickness Details and links below
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Olivier Therrien retweeted
GT-VBGI: Ground Truth Visibility Bitmask Global Illumination: shadertoy.com/view/lfdBWn. image: GT-VBGI (left) vs. Reference (right). 2. image: the same as the 1., but converged. GT-VBGI matches the results of a brute force ray-marcher.
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Olivier Therrien retweeted
Got screen-space global illumination working! (still pretty hacked up)
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Olivier Therrien retweeted
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This technique improves our Visibility Bitmask AO by adding support for cosine weighted sampling, among other enhancements. Very interesting!
GT-VBAO: Ground Truth Visibility Bitmask Ambient Occlusion: shadertoy.com/view/XXGSDd 1. image: GT-VBAO (left) vs. Reference (right). 2. image: the same as the 1., but converged. GT-VBAO matches the results of a brute force ray-marcher. This work was partially funded by @1000orks.
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Our SSRT3 GI plugin for Unity is now open-source! Pull requests are welcome for new features or improvements. github.com/cdrinmatane/SSRT3
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Olivier Therrien retweeted
Graphics Programming weekly - Issue 350 - July 28th, 2024 jendrikillner.com/post/graph…
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This article by @cybereality is a great overview of our paper "Screen Space Indirect Lighting with Visibility Bitmask". Even comes with GLSL code!
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Olivier Therrien retweeted
🚀 Exciting news! Our scientific paper, led by CDRIN researcher-programmer Olivier Therrien (@volfaze) in collabo with Yannick Lévesque (@cegepmatane) and Guillaume Gilet (@USherbrooke), got featured in a @twominutepapers video on #RayTracing! bit.ly/41N6TJz
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The slides of our presentation at CG Spotlight are now available: cdrinmatane.github.io/posts/…
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