Benedikt Bitterli
@tunabrain
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.
ID: 3348951659
https://benedikt-bitterli.me 28-06-2015 12:16:57
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Can now share our ACM SIGGRAPH paper on many-light rendering. I'm super proud of this work, led by Benedikt Bitterli. Official NVIDIA blog news.developer.nvidia.com/rendering-mill…, the paper developer.download.nvidia.com/devblogs/ReSTI…, and our talented DevTech guys made this super-cool video: youtu.be/HiSexy6eoy8
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 Benedikt Bitterli , Chris Wyman and everyone else involved with this project!
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 Ari Silvennoinen Michal Iwanicki and Wojciech Jarosz darioseyb.com/publication/se…
A little story from Dartmouth 🌲 about our lab's upcoming #SIGGRRAPH2020 papers: dartmouth.edu/press-releases… Dartmouth CS PhD students Dario Seyb w/ Activision’s @PeterPikeSloan, Ari Silvennoinen, Michal Iwanicki; and Benedikt Bitterli w/ NVIDIA's Aaron Lefohn, Peter Shirley 🔮🛡, Chris Wyman, MattPharr
RTXDI goes public today, after a ton of work over the past couple years (thanks to @more_fps, Benedikt Bitterli, many more). Register to get source on Github here: developer.nvidia.com/rtxdi Listen to Alexey @ GTC today: gtc21.event.nvidia.com/media/Implemen… Video: youtube.com/watch?v=AiliuD…
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 Chris Wyman Benedikt Bitterli Pawel Kozlowski and many others!
Excited to share "Real-time neural radiance cache", our upcoming ACM 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)
Chris Wyman 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.
It's done! I successfully passed my PhD defense today. A big thanks to my thesis committee, Wojciech Jarosz, @BoZhu88252235, Jaakko Lehtinen, Steve Marschner and Peter Winkler for committing their time, and their kind comments. Onward to new things!
All scenes on the rendering resources page have been updated to support Mitsuba 3. Big thanks to Sebastien Speierer for doing the work! Grab the scenes here: benedikt-bitterli.me/resources/