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  1. Introduction During my time as a member of the HDRP team at Unity, one of the systems I contributed to was the split-sum approximation-based image-based lighting, more precisely for the Sheen lighting model (rough cloths), back in 2018.

  2. Recently, my colleague Jonathan Dupuy and I, published a paper called “Concurrent Binary Trees for Large-Scale Game Components” (details here).

  3. In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn’t require building a local basis.

  4. Digital Dragons 2019

    Earlier this week, I had the chance to attend the Digital Dragons Game Dev conference.

  5. First of all, let’s be clear about this: in this blog I am only expressing my personal opinion (not my employer’s).

  6. This post is not technical, it is just an introduction to what I’ll be presenting in upcoming ones.