Olivier Therrien (@volfaze) 's Twitter Profile
Olivier Therrien

@volfaze

R&D Graphics Programmer at CDRIN

ID: 753024874814271488

linkhttps://www.cdrin.com/blogue calendar_today13-07-2016 00:34:55

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Martin Mittring (@mittringmartin) 's Twitter Profile Photo

Coverage Bitmasks for efficient Rendering Algorithms (video and slides) ea.com/seed/news/cove… Check out the references - lots of interesting work SEED

CDRIN (@cdrinmatane) 's Twitter Profile Photo

🚀 Exciting news! Our scientific paper, led by CDRIN researcher-programmer Olivier Therrien (Olivier Therrien) in collabo with Yannick Lévesque (Cégep de Matane) and Guillaume Gilet (Université de Sherbrooke), got featured in a Two Minute Papers video on #RayTracing! bit.ly/41N6TJz

Olivier Therrien (@volfaze) 's Twitter Profile Photo

This article by Andres Hernandez is a great overview of our paper "Screen Space Indirect Lighting with Visibility Bitmask". Even comes with GLSL code!

Olivier Therrien (@volfaze) 's Twitter Profile Photo

Our SSRT3 GI plugin for Unity is now open-source! Pull requests are welcome for new features or improvements. github.com/cdrinmatane/SS…

Our SSRT3 GI plugin for Unity is now open-source! Pull requests are welcome for new features or improvements.

github.com/cdrinmatane/SS…
Olivier Therrien (@volfaze) 's Twitter Profile Photo

This technique improves our Visibility Bitmask AO by adding support for cosine weighted sampling, among other enhancements. Very interesting!

Three.js (@threejs) 's Twitter Profile Photo

The quest for the best SSAO continues!💪 SSRT3 raw.githack.com/zalo/three.js/… GTVBAO raw.githack.com/zalo/three.js/… github.com/mrdoob/three.j…

Mirko (@mirko_salm) 's Twitter Profile Photo

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.

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.
Björn Ottosson (@bjornornorn) 's Twitter Profile Photo

I'm working on a AO and GI for my game. For that reason I'm extending Mirko's GT-VBAO (based on Olivier Therrien'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

I'm working on a AO and GI for my game. For that reason I'm extending <a href="/Mirko_Salm/">Mirko</a>'s GT-VBAO (based on <a href="/volfaze/">Olivier Therrien</a>'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
Mirko (@mirko_salm) 's Twitter Profile Photo

Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)

Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)