Kostas Anagnostou(@KostasAAA) 's Twitter Profileg
Kostas Anagnostou

@KostasAAA

Lead Rendering Engineer @WeArePlayground working on @Fable. DMs open for graphics questions or mentoring people who want to get in the industry. Views my own.

ID:39218252

linkhttp://interplayoflight.wordpress.com calendar_today11-05-2009 08:44:41

6,0K Tweets

13,6K Followers

152 Following

Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

'RT: Overdrive in Cyberpunk 2077 Ultimate Edition', GDC2024 recording discussing path tracing, temporal/spatial reuse and denoising improvements, the spatially hashed radiance cache implementation and DLSS ray reconstruction. Requires login: nvidia.com/en-us/on-deman…

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

DirectX State of the Union, GDC 2024 presentation recording, discussing Workgraphs, Direct SR, PIX improvements and SM6.8 additions.
gdcvault.com/play/1034738/D…

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

I added support for dds textures to the toy engine so this was a great opportunity for a before (raw output of weighted reservoir sampling) and after (with temporal and spatial reservoir reuse and ReLAX denoising) for ReSTIR DI using the Bistro model and 5,000 point lights.

I added support for dds textures to the toy engine so this was a great opportunity for a before (raw output of weighted reservoir sampling) and after (with temporal and spatial reservoir reuse and ReLAX denoising) for ReSTIR DI using the Bistro model and 5,000 point lights.
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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

'Real-time denoising of importance sampled direct lighting', MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/cor…

'Real-time denoising of importance sampled direct lighting', MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/cor…
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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

'Alan Wake 2: A Deep Dive into Path Tracing Technology' GDC 2024 presentation recording, discussing among others BVH creation, ReSTIR DI and path tracing for opaque and transparent materials, shader execution reordering, DLSS (requires account) nvidia.com/en-us/on-deman…

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

First pass ReLAX style denoising done, featuring history reprojection, disocclusion fix, clamping to fast history, firefly suppression and atrous filtering. In this first unoptimised implementation, denoising of ReSTIR DI is almost as expensive as ReSTIR DI itself.

First pass ReLAX style denoising done, featuring history reprojection, disocclusion fix, clamping to fast history, firefly suppression and atrous filtering. In this first unoptimised implementation, denoising of ReSTIR DI is almost as expensive as ReSTIR DI itself.
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Matthäus G. Chajdas(@NIV_Anteru) 's Twitter Profile Photo

We're organizing a graphics programming conference in Europe: graphicsprogrammingconference.nl Less flying, more talking for us Europeans!

If you're interested in speaking, sponsoring, or have questions, DM me or email the contact provided there.

Retweets appreciated!

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

Old but still mostly good presentation on stuttering in game graphics: developer.nvidia.com/sites/default/…. Some of the discussed causes make more sense now with knowledge of PSOs and resource transitions/barriers.

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

Your 'Game Developers Conference 2024 presentations have appeared on the GDC Vault' klaxon, just in time for the weekend: gdcvault.com/browse/gdc-24/

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

The first attempt at upgrading the Spatiotemporal Variance Guided Filtering to a ReLAX-style denoising approach for ReSTIR DI didn't go exactly to plan but the results sure are pretty.

The first attempt at upgrading the Spatiotemporal Variance Guided Filtering to a ReLAX-style denoising approach for ReSTIR DI didn't go exactly to plan but the results sure are pretty.
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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

It went slightly under the radar but the latest Agility SDK also added support for graphics and compute pipelines to State Objects, unifying and modularising the way we create PSOs across raytracing, graphics and compute. github.com/microsoft/Dire…

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

New Agility SDK and NVidia/AMD drivers added support for work graphs. None of the samples seem to work on my 3080Ti mobile GPU (getting not supported) unfortunately but I can initialise work graphs in my toy renderer so all good. Excited to give it a try! devblogs.microsoft.com/directx/d3d12-…

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

It is fantastic hearing from people whom you mentored that they managed to find a job in the industry! I'd encourage people who want to make the first step to reach out for advice to anyone that offers it, there are a lot of great, experienced people on Twitter willing to help.

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Kostas Anagnostou(@KostasAAA) 's Twitter Profile Photo

Let's try it then, ReSTIR DI with moving camera and lights. Not without artifacts but it performs better than I expected.

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