Max Liani (@maxliani) 's Twitter Profile
Max Liani

@maxliani

Raytracing Director at Nvidia. Previously: Tech Lead for RenderMan at Pixar, Architect of Glimpse Renderer at Animal Logic ๐Ÿ‡ฎ๐Ÿ‡น๐Ÿ‡ฆ๐Ÿ‡บ๐Ÿ‡บ๐Ÿ‡ธ๐Ÿ‡จ๐Ÿ‡ฆ Views are my own.

ID: 1604665176

linkhttp://maxliani.wordpress.com calendar_today19-07-2013 00:40:15

7,7K Tweet

12,12K Followers

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Max Liani (@maxliani) 's Twitter Profile Photo

Rainbow cubes are back! It's likely many of you didn't know me when all my posts were showing rainbow cubes in a way or another... As I am preparing to port Workbench to VK, I am back to basics.

John Hable (@filmicworlds) 's Twitter Profile Photo

New post: Upsampling via Multisampling. The goal is to use an MSAA target in an interesting way for doing a 4x area upsample. filmicworlds.com/blog/upsamplinโ€ฆ

Max Liani (@maxliani) 's Twitter Profile Photo

I write long functions and use brackets to create collapsible blocks within. With appropriate comments for the blocks, is more convenient than small functions, very readable, keeps the scope clean, and I find it trivial to maintain.

Jiayin Cao (@jiayin_cao) 's Twitter Profile Photo

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/understaโ€ฆ

Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.  

Big thanks to <a href="/nmkettunen/">Markus Kettunen</a> for verifying the theory, reviewing the article, and catching a key detail I had missed. 

agraphicsguynotes.com/posts/understaโ€ฆ
Max Liani (@maxliani) 's Twitter Profile Photo

Some progress: the grid, selection, wireframe, light gizmos, reverse Z-buffer, path-tracer/raster compositing and a few more bits. It's all coming back together.

Max Liani (@maxliani) 's Twitter Profile Photo

The Vulkan porting is complete ๐ŸŽ‰ The last missing piece was the primordial raster renderer, which I am not sure why I keep around :) All in all, it wasn't nearly as hard as I thought it would be.

๐–’๐–’๐–†๐–‘๐–Š๐– (@mmalex) 's Twitter Profile Photo

this video has brilliant demonstrations and explanations of weird bokeh & penumbra effects called ' blistering', which despite having implemented renderers with bokeh and blurry shadows many times, ive never understood before. great stuff! youtu.be/MuvuxHXLzls?siโ€ฆ

Max Liani (@maxliani) 's Twitter Profile Photo

Itโ€™s been a long break away from my projects. Work deadlines + sickness + low energy slow recoveryโ€ฆ I think Iโ€™ll try to make some progress on light transport, at least for a bit. Workbench doesnโ€™t handle many lights (not gracefully at least).

Max Liani (@maxliani) 's Twitter Profile Photo

First rather naive implementation of Stochastic Light Cuts. Here comparing uniform sampling vs SLC with 1spp over 16,000 lights.

First rather naive implementation of Stochastic Light Cuts. Here comparing uniform sampling vs SLC with 1spp over 16,000 lights.