Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy. @mzyanide@mastodon.gamedev.place Bsky: @mrzyanide.zyanidelab.com

Joined August 2020
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new @SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples. momentsingraphics.de/Siggrap…
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Mr Zyanide retweeted
Complete! The ZSNES creator interview runs > 90 minutes & is full of some very interesting conversation, including how to pronounce ZSNES, the idea behind the snow, the lead programmer's favorite video games of all time, and so much more! Wednesday, 10.22.25, 8:00PM Eastern. 👇
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Mr Zyanide retweeted
You can now watch Chris Wyman's keynote "ReSTIR: Traveling the Path of Reuse" youtu.be/MRg91ZB1wU8 #I3D2025
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Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving zyanidelab.com/semi-metallic…
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Mr Zyanide retweeted
It's getting to that point where our research team is thinking about next year's interns. If interested, feel free to e-mail me, or (even better) find someone on our team whose research aligns with yours and e-mail them. research.nvidia.com/labs/rtr…
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Remember I said I have a bsky account? Well, I didn't know I can use my domain, so I changed it to : @mrzyanide.zyanidelab.com . Sorry about the confusion
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Would anybody care about an "Introduction to Quaternions" article, or are there enough of them on the internet already? I'm thinking of deriving everything up to rotations and slerp in a beginner-friendly-but-still-precise way. (RTs for coverage appreciated)
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GeForce 256? Here’s mine! The original fan got stuck back in the day and I put this one. Great memories 🥹
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The development of Embree, OIDN and other Rendering Toolkit libraries is now open and hosted directly on GitHub under Apache 2.0, making it easier for the community to contribute features, fostering cross-company and cross-vendor development. More community.intel.com/t5/Blogs…
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Another crazy request (Yep, still in the hunt) I applied to this some months ago: ea.gr8people.com/jobs/183827…, just got an automated email. Position resurfaced, would it be too much to ask for some pointers/referrals? Any help/RT is highly appreciated 🙏
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Look ma! 32M Particles with no buffers! In a recent job interview I was asked to design a particle system. What came to my mind was using a buffer to keep track of the state of each individual particle, however it felt wrong, like there must be a way to do it without buffers.
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Lo and behold! Just a mesh shader. This implementation is very simple, the particle is emitted and it's trajectory is dictated by projectile motion. I'm sure more interesting things can be done but I decided to stop here before things got out of hand.
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Finally the Atmospheric Scattering demo for the #devgames conference talk I gave is out! github.com/JorenJoestar/devg… A new evolution of my engine, Idra, far from perfect but a good step forward. Gamedev coding streaming in italian will be based on Idra! RT appreciated :)
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Crazy request! I just ran into this position at Sony PlayStation : boards.greenhouse.io/sonyint… Among other things it's about raytracing, reservoirs, denoising, all the good stuff 😍. Would it be too much to ask for a referral/pointer to help me out? RTs appreciated!
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Some updates and fixes. Q2RTX gathers light lists based on clusters then each triangle is assigned to a cluster and in that way it knows where to sample lights. In idTech3 triangles can exist in more than one cluster, and sometimes there can be walls in between. 🧵
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Like that triangle that I highlighted, it is completely dark but around the corner it is lit correctly, now the question is, how can we light it correctly? I explored some ideas and the best I could come up with was for each triangle I add up 3 light lists, 1 per vertex
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Select a list at random and sample a light from within. That plus some ReSTIR magic and problem is gone.
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Question, what would you call useful modern C++? The spec is huge and I often end up just doing C+ (basically C and some useful stuff from C++)
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Yes, these are all Womp renders. It is so easy to use that a dev like me can actually create beautiful scenes.
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On a personal note, I'm based in San Francisco rn, so anything bay area or remote would be great, I'm willing to move though.
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