Evgenii Golubev (@zalbard) 's Twitter Profile
Evgenii Golubev

@zalbard

I work at NVIDIA. Opinions are my own. Retweets do not imply endorsement.

ID: 42054791

linkhttps://zero-radiance.github.io/post/ calendar_today23-05-2009 16:37:13

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Max Liani (@maxliani) 's Twitter Profile Photo

New blog post: fast, single kernel 2D CDF construction (for HDR light maps importance sampling) maxliani.wordpress.com/2024/03/09/abo…

Cyril Crassin (@icare3d) 's Twitter Profile Photo

D3D12 Work Graphs: GPU-Driven Rendering with micro-dependencies developer.nvidia.com/blog/advancing… devblogs.microsoft.com/directx/d3d12-…

Evgenii Golubev (@zalbard) 's Twitter Profile Photo

I finished the 4th edition of Linear Algebra Done Right. It's clearly a labor of love. I paid the full price and do not regret it. Great book!

I3D Symposium (@i3dconf) 's Twitter Profile Photo

The list of papers to be presented at I3D this year is now available at our website! i3dsymposium.org/2024/papers.ht… #I3D2024

Unreal Engine (@unrealengine) 's Twitter Profile Photo

Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…

Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? 

Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-dri…
Eric Haines (@pointinpolygon) 's Twitter Profile Photo

The indefatigable Ke-Sen Huang started tracking down the I3D 2024 papers and authors and made this page, hosted on our book's website: bit.ly/i3d2024papers - Enjoy! #I3D2024

Chris Wyman (@_cwyman_) 's Twitter Profile Photo

Song Zhang 's work is a simple, but significant, improvement over prior ReSTIR algorithms. Definitely take a look at the paper! One sample per pixel antialiasing and depth of field, which also opens up quality improvements in a number of challenging situations.

<a href="/SongZhang__/">Song Zhang</a> 's work is a simple, but significant, improvement over prior ReSTIR algorithms.  Definitely take a look at the paper!  One sample per pixel antialiasing and depth of field, which also opens up quality improvements in a number of challenging situations.
Bart Wronski 🇺🇦🇵🇸 (@bartwronsk) 's Twitter Profile Photo

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, Marco Salvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, <a href="/marcosalvi/">Marco Salvi</a>, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N
Evgenii Golubev (@zalbard) 's Twitter Profile Photo

According to Wikipedia, a quadtree was invented in 1974. So I was amused to learn that Watson had used it to prove Goursat's lemma in 1914:

According to Wikipedia, a quadtree was invented in 1974. So I was amused to learn that Watson had used it to prove Goursat's lemma in 1914: