Dieter's Avatar

Dieter

@dieter-debaets

Senior Rendering Engineer WetaFx Prev Unity, Graphine, Buas

697
Followers
213
Following
13
Posts
08.02.2024
Joined
Posts Following

Latest posts by Dieter @dieter-debaets

(Ab)using Shader Execution Reordering - Dieter's Blog Notes on creative usage of shader execution reordering

New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/

08.01.2026 18:59 πŸ‘ 34 πŸ” 7 πŸ’¬ 0 πŸ“Œ 0

lol I never saw that repo but seems somebody reversed engineered our file format :)
Not sure if there is anything tech in-depth remaining after the unity acquisition (and the codecs were hardly publicly documented anyway).
your paper actually references some of the founders ([HPLV12])

15.10.2025 12:25 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

nice results! This is almost identical on how we used to do virtual texturing with GraniteSDK. Except it was a CPU-based custom codec (JPEG inspired with DCT/huffman/arithmetic/...) transcoding into DXT.

15.10.2025 09:07 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

If you do it reversed (Belgium and NZ), these couple of weeks are actually the ones where you might be 'done for the day' before midnight :)

13.10.2025 12:25 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Video thumbnail

I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...

10.05.2025 16:19 πŸ‘ 227 πŸ” 53 πŸ’¬ 11 πŸ“Œ 1
Preview
Measuring acceleration structures Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as β€œacceleration structure” and often referred to as β€œBVH...

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...

01.04.2025 04:49 πŸ‘ 125 πŸ” 56 πŸ’¬ 2 πŸ“Œ 0
Preview
Walt Disney Animation Studios - Publications We engage with the global research community through collaborations with universities around the world, publications in academic journals and participation in top-tier conferences.

We just posted a recording of the presentation I gave at DigiPro last year on Hyperion's many-lights sampling system. It's on the long side (30 min) but hopefully interesting if you like light transport! Check it out on Disney Animation's website:

www.disneyanimation.com/publications...

19.03.2025 05:42 πŸ‘ 48 πŸ” 10 πŸ’¬ 1 πŸ“Œ 0
Preview
a close up of a stuffed monkey wearing a green shirt and overalls making a funny face . ALT: a close up of a stuffed monkey wearing a green shirt and overalls making a funny face .

half of the vfx and/or comp artists out there πŸ˜†

14.01.2025 09:16 πŸ‘ 3 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

"objects that look the same"
These few words are carrying a lot of weight here :P this is either a 200 lines python script or a 2.5million LoC code base

11.12.2024 07:00 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Post image

my response to this either makes me a noob or a senior dev πŸ˜πŸ€·β€β™‚οΈ

10.12.2024 13:19 πŸ‘ 8 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Me and my 700 chrome tabs agree that tabs are very useful πŸ™‚ I just assumed people had multiple instances of the same program πŸ€·β€β™‚οΈ maybe so one of them can crash without taking out the other tabs or maybe it is just a vfx thing where single ops like simulation/rendering/loading/… can take minutes 😁

06.12.2024 16:19 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

As cool as it looks, the main thought in my mind was β€˜why’? Like, would you actually expect people to craft multiple meshes simultaneous in different tabs? Is this a real thing (and am I simply too far removed from typical day-2-day art workflows to see the practical value)?

06.12.2024 16:06 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

depends on how you implement it? I use a DXC include handler in my home rendertoy to get includes and those get injected into my β€œasset dependency graph manager” (that is updated by change journals and/or importers etc). Works fine (though current impl might not scale to real production complexity)

17.11.2024 09:04 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

You can use a custom include handler in DXC that collects the files that are included. After that it is fairly simple to build a full dependency chain (just some hashmaps often work fine since the number of shader files tends to be rather low)

16.11.2024 20:39 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

It depends but often done in post I would say. Having a deep rendering/compositing pipeline, you can get insanely HQ DoF and so it give a lot of flexibility

13.11.2024 06:43 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I managed to arrive a day early on my interview for my very first job :) don't let it get to your head because at the end of the day, it is all about what you bring to the table

21.10.2024 08:56 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0