
Laurent Belcour
@_laurent
Graphics Researcher @ Intel
ID: 20856571
https://belcour.github.io/blog 14-02-2009 16:40:18
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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…



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!

I will be presenting our new work on differentiable rendering with Eric Heitz and Laurent Belcour at I3D Symposium next month. Very excited ! #I3D2024

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!



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.





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…

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…

