Jakub Boksansky's Avatar

Jakub Boksansky

@boksajak

Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.

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Latest posts by Jakub Boksansky @boksajak

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Hot off the press, the GPU Zen 4! You can get yours on Amazon: www.amazon.de/GPU-Zen-Adva...

28.02.2026 11:10 πŸ‘ 11 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.

Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...

The book is available on Amazon.

20.02.2026 15:57 πŸ‘ 36 πŸ” 6 πŸ’¬ 0 πŸ“Œ 0
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Forgot to post it here, but I recently went through @boksajak.bsky.social's great Crash Course in Deep Learning. To make sure I understood everything, I implemented it in Odin.

This straightforward CPU version is very slow as you might expect, but also easy to follow.

github.com/wookie41/odi...

12.12.2025 21:58 πŸ‘ 1 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

With interior? Is there an art gallery inside?

12.12.2025 09:11 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

25.11.2025 12:52 πŸ‘ 44 πŸ” 12 πŸ’¬ 0 πŸ“Œ 0
Preview
Publications - AMD GPUOpen Discover our published publications.

See what our research teams have been up to with our latest papers:

πŸ“ Joint Denoising and Upscaling via Multi-branch Network.
πŸ“ Cardioid Caustics Generation with Diffusion Models.
πŸ“ Geometric Integration for Neural Control Variates.

πŸ“₯ View here: gpuopen.com/learn/public...

10.11.2025 15:31 πŸ‘ 17 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 πŸ‘ 112 πŸ” 38 πŸ’¬ 1 πŸ“Œ 1

I love to plqy games with ambient occlusion only πŸ™‰

22.10.2025 06:54 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

One group is stochastic friendly to ray tracing while the other group is more suited to rasterization pipeline. I agree though that over time, stochastic RT approaches will universally be the high end option

20.10.2025 14:48 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...

20.10.2025 13:13 πŸ‘ 66 πŸ” 25 πŸ’¬ 0 πŸ“Œ 0

I have been coding in C++ for 26 years, but I admit I cannot read what this does 🀨

18.10.2025 14:51 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
A comparison between AMD Neural Light Sampling and ReSTIR.

A comparison between AMD Neural Light Sampling and ReSTIR.

Get up to speed with our latest advanced graphics research:

πŸ“ GATE (Geometry-Aware Trained Encoding) for neural rendering.
πŸ“ Real-time procedural GPU tree generation.
πŸ“ Neural Visibility Cache for real-time light sampling.

πŸ“₯ Download the papers: gpuopen.com/learn/public...

16.10.2025 19:56 πŸ‘ 35 πŸ” 10 πŸ’¬ 0 πŸ“Œ 0
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Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...

18.08.2025 18:24 πŸ‘ 31 πŸ” 8 πŸ’¬ 1 πŸ“Œ 0

I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines!

Classics 😊

25.06.2025 12:23 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...

21.06.2025 11:40 πŸ‘ 7 πŸ” 2 πŸ’¬ 0 πŸ“Œ 1

I'll buy your book

20.06.2025 07:26 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This is the kind of story I needed to hear today πŸ™‚. The power of mexican cuisine πŸ’ͺ

14.06.2025 13:08 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Just a good balance for performance. Feel free to try larger networks, but tou may need to increase number of features per level of the hashgrid as well

10.06.2025 20:52 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

(1) Yes, we mention that as "clustering" for future work
(2) We could have a fixed MLP serving as a decoder, or non-neural function reading stuff stored on geometry with GATE.

10.06.2025 14:12 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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New papers day! Preprints of our β€žGATE: Geometry-Aware Trained Encodingβ€œ to be presented at HPG and β€žNeural Visibility Cache for Real-Time Light Samplingβ€œ currently on Arxiv are available here:Β boksajak.github.io/blog/Preprin...Β Kudos to co-authors Daniel Meister and Carsten Benthin. Enjoy!

10.06.2025 08:30 πŸ‘ 13 πŸ” 3 πŸ’¬ 2 πŸ“Œ 0

Lol, and you need to use the advance lever to move the "film" to the next frame. Perfect for people who want the inconvenience of using film with none of the benefits. I am glad it exists and that I don't have to use it.

22.05.2025 07:26 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

You're within the order of magnitude of quarter res still. We can agree

22.05.2025 05:47 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I received a patent trophy! Big thanks to my friends and colleagues who helped me along the way!

15.04.2025 16:06 πŸ‘ 26 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.

15.02.2025 18:50 πŸ‘ 8 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0

as a hotfix: Try doing some programming with a truly horrible languageℒ️ and/or platform few decades old and suddenly the modern tools will look like a blessing.
For a while at least. YMMV

10.02.2025 12:55 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)

03.01.2025 09:38 πŸ‘ 39 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0

New blog post: Relativistic Quaternions
I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions.
terathon.com/blog/relativ...

24.12.2024 22:15 πŸ‘ 25 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0

yes, you cast one more shadow ray, but you may be able to forgo casting the same shadow ray second time for shading when the selected light is the same as initial candidate

12.12.2024 15:22 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Energy Preserving Semi-Metallic BRDF Reduce the carbon footprint of your BRDF

Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving
www.zyanidelab.com/semi-metalli...

12.12.2024 05:25 πŸ‘ 45 πŸ” 8 πŸ’¬ 1 πŸ“Œ 0

I liked the AntTweakBar. Not sure if that's still around

08.12.2024 19:32 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0