Research Engineer in Computer Graphics @IntelGraphics, previously @Unity3D

Grenoble, France
Joined November 2011
Thomas Deliot retweeted
Our I3D paper won the best paper presentation & the best paper runner-up awards. Congrats on the amazing presentation @thomasdeliot !
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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This looks super promising. I am definitely taking a hard look at their findings. And their code has no external dependencies to big AI frameworks. I like that a lot :)
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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I will be presenting our new work on differentiable rendering with @eric_heitz and @_Laurent at @I3DCONF next month. Very excited ! #I3D2024
In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
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Thomas Deliot retweeted
Really proud that our Grenoble Graphics team won the 1st and 2nd Best Paper Awards at @HPG_Conf 2023. @thomasdeliot and @_Laurent won the 1st place with their real-time glints Jonathan Dupuy and @Auzaiffe won the 2nd place with their GGX VNDF sampling ggx-research.github.io/publi…
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Thomas Deliot retweeted
I am pleased to share our #EGSR2023 paper with P. Barla and G. Guennebaud: A new method to do spectral upsampling that permits to explore metamers of a given color: arxiv.org/abs/2306.11464 It allows to design interesting spectra, such as the Usambara effect. 1/5
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Pleased to announce our #HPG2023 paper w/@_Laurent on real-time glints: ggx-research.github.io/publi… We improve the SOTA by introducing a correct blending operator and 1.5-5x performance improvement by natively handling anisotropic footprints at a fixed cost: youtu.be/hsBacmXO08I
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Thomas Deliot retweeted
Did you know you could importance sample the GGX BRDF using spherical caps? Our latest paper shows how and leads to an even simpler and faster algorithm than that of @eric_heitz. Check it out online: ggx-research.github.io/publi…
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Slides for the #rtradvances @siggraph 2022 Bisection-Based Triangulation of Catmull-Clark subvision by Jonathan Dupuy and @thomasdeliot from @UnityLabs have been posted on advances.realtimerendering.c… - enjoy!
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The program for #rtradvances for @siggraph 2022 is online! advances.realtimerendering.c… - lots of great talks this year again! (adding specifics in the thread)
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SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering" by @thomasdeliot, Jonathan Dupuy, @Lumonix and Xiaoling Yao: youtu.be/0TzgFwDmbGg #unity3d
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Thomas Deliot retweeted
Happy to share a little project I've worked on with Pascal Barla and @drpaca. We asked ourselves how we could correct and linearize a material model's parameterization. 1/3
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Slides for Advances in Real-Time Rendering Part I are posted: advances.realtimerendering.c… @siggraph #rtradvances for the talks on FidelityFX, CBT Tessellation, Nanite pipeline and @CallofDuty Large-Scale Global Illumination
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Thomas Deliot retweeted
New Post: Visibility Buffer Rendering with Material Graphs. If you have a thing for visibility rendering, analytic partial derivatives, and quad utilization than this one is for you. filmicworlds.com/blog/visibi…
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Hello, world. My first look at my forever home. #CountdownToMars
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Here's something @FlorentGuinier, @kvanhoey and I have been working on for some time. Real-time style transfer in Unity using the new Barracuda inference engine on PS4 Pro: blogs.unity3d.com/2020/11/25…
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We’ve developed an efficient neural inference engine called Barracuda, seamlessly integrating convolutional neural network (CNN) inference in the 3D rendering pipeline. #deeplearning Check out this example of in-game neural style transfer to learn more. on.unity.com/365KtYY
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Thomas Deliot retweeted
Need tileable textures? We've added two web tools using histogram-preserving blending: unity-grenoble.github.io/web… This one makes an image's borders tileable, shown here on a picture of a cliff face. Works for most natural non-periodic textures such as sand, rock, etc.
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Need tileable textures? We've added a couple web tools using histogram-preserving blending: unity-grenoble.github.io/web… This one synthesizes an entirely new output of arbitrary size, from an example image. Works for most natural non-periodic textures such as sand, rock, dirt, etc.
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