Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Friday, December 22, 2017

Freedom of noise: Nvidia releases OptiX 5.0 with real-time AI denoiser

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2018 will be bookmarked as a turning point for Monte Carlo rendering due to the wide availability of fast, high quality denoising algorithm...
2 comments:
Sunday, July 9, 2017

Towards real-time path tracing: An Efficient Denoising Algorithm for Global Illumination

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July is a great month for rendering enthusiasts: there's of course Siggraph, but the most exciting conference is High Performance Graph...
5 comments:
Sunday, May 21, 2017

Practical light field rendering tutorial with Cycles

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This week Google announced "Seurat", a novel surface lightfield rendering technology which would enable "real-time cinema-qu...
5 comments:
Monday, March 20, 2017

Virtual reality

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3 comments:
Wednesday, January 11, 2017

OpenCL path tracing tutorial 3: OpenGL viewport, interactive camera and defocus blur

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Just a link to the source code on Github for now, I'll update this post with a more detailed description when I find a bit more time: ...
4 comments:
Monday, November 28, 2016

Wanted: GPU rendering developers

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I'm working for an international company with very large (<Trump voice> "YUUUUUGE"<\Trump voice>) industry partne...
6 comments:
Monday, November 14, 2016

OpenCL path tracing tutorial 2: path tracing spheres

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This tutorial consists of two parts: the first part will describe how to ray trace one sphere using OpenCL, while the second part covers pa...
13 comments:
Tuesday, November 1, 2016

OpenCL path tracing tutorial 1: Firing up OpenCL

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This is the first tutorial in a new series of GPU path tracing tutorials which will focus on OpenCL based rendering. The first few tutorial...
4 comments:
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About Me

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Sam Lapere
Passionate about real-time photoreal rendering with path tracing. Unreal developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and driving the creative direction behind the Brigade real-time path tracing for games research project , photoreal 3D graphics consultant, medical imaging researcher and M.D. My tutorial series on GPU path tracing on GitHub. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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