Laurent Belcour (@_laurent) 's Twitter Profile
Laurent Belcour

@_laurent

Graphics Researcher @ Intel

ID: 20856571

linkhttps://belcour.github.io/blog calendar_today14-02-2009 16:40:18

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Anton Kaplanyan 🔜 GDC (@kaplanyan) 's Twitter Profile Photo

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.

Eric Heitz (@eric_heitz) 's Twitter Profile Photo

Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at High-Perf Graphics 2023. Thomas Deliot and Laurent Belcour won the 1st place with their real-time glints Jonathan Dupuy and Anis Benyoub won the 2nd place with their GGX VNDF sampling ggx-research.github.io/publications.h…

Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at <a href="/HPG_Conf/">High-Perf Graphics</a> 2023.

<a href="/thomasdeliot/">Thomas Deliot</a> and <a href="/_Laurent/">Laurent Belcour</a> won the 1st place with their real-time glints 

Jonathan Dupuy and <a href="/Auzaiffe/">Anis Benyoub</a>
won the 2nd place with their GGX VNDF sampling 

ggx-research.github.io/publications.h…
Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

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…

Eric Heitz (@eric_heitz) 's Twitter Profile Photo

In our latest I3D Symposium 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!

Alban Fichet (@albanorigin) 's Twitter Profile Photo

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

Alban Fichet (@albanorigin) 's Twitter Profile Photo

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!

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

Looking for a fast method to render your large-scale game components? Our lastest High-Perf Graphics 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.

I3D Symposium (@i3dconf) 's Twitter Profile Photo

The I3D 2025 Call for Papers has been published! Submission deadline: 10 of January, 2025 Get more information in our website: i3dsymposium.org/2025/cfp.html #I3D2025

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend! schedule.gdconf.com/session/advanc…

High-Perf Graphics (@hpg_conf) 's Twitter Profile Photo

🚀 #HPG2025 schedule is live! 🔗 highperformancegraphics.org/2025/program/s… Dive into 3 days of real-time graphics: Keynotes (AMD, Roblox, NVIDIA) Paper & poster sessions Hot3D talks Student competition Harbour Boat Tour & Banquet Register now!!

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun github.com/GameTechDev/Te…

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors in a convinient way. This opens the door for a range of new rendering algorithms, making them more practical for game dev. devblogs.microsoft.com/directx/cooper…

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

Happy to share that our paper with Laurent Belcour, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors," was accepted at HPG'25! We dive deeper into the complete subject. I'll be presenting it later this month, see you there! 🔗 ggx-research.github.io/publication/20…

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

We're presenting at #SIGGRAPH2025! 🚀 We use adaptive tetrahedral grids (via the LEB algorithm) to GPU path trace volumetric production assets. Fewer neighbors, less memory, real-time performance—up to 30× faster than regular grids. ggx-research.github.io/publication/20…

Anton Kaplanyan 🔜 GDC (@kaplanyan) 's Twitter Profile Photo

Excited to share 2025 update from our team, including our presence at #HPG and #SIGGRAPH: community.intel.com/t5/Blogs/Tech-… We focus on visual efficiency and democratizing high-end visual experiences.