Pablo Delgado
@pablode.bsky.social
61 followers 44 following 13 posts
rendering @ chaos
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pablode.bsky.social
What I’m working on right now is a Metal backend for gatling. The idea is to use metal-cpp with GLSL shaders, by forking SPIRV-cross to support ray tracing pipelines :) (very WIP)
pablode.bsky.social
Btw, a few weeks ago I released a small plugin for usdview. It allows inspection of UsdShade networks using a custom Qt node graph. It’s open source, lightweight and simple to install.
Reposted by Pablo Delgado
shamanix.bsky.social
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
Reposted by Pablo Delgado
yiningkarlli.bsky.social
The Pixar RenderMan team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read!

diglib.eg.org/bitstreams/d...
diglib.eg.org
pablode.bsky.social
Small weekend experiment: ported an LCD shader from Blender to #MaterialX (originally authored by PixlFX)
Reposted by Pablo Delgado
yiningkarlli.bsky.social
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...
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.
www.disneyanimation.com
pablode.bsky.social
Would be nice if 2DGS were to win the race. Much simpler to render 😛
pablode.bsky.social
Implemented USD point instancer primvar support in my toy renderer the last few days. Can now render this 2D Gaussian Splatting (2DGS) scene with a single mesh & MaterialX material.

(Created by Oliver Markowski with Houdini, link see below ⬇️)
Reposted by Pablo Delgado
sheriffstone.bsky.social
Highlighting one of the key contributions in MaterialX v1.39.2, Masuo Suzuki at NVIDIA contributed the Chiang Hair BSDF, seen below in NVIDIA RTX, which opens the door to the authoring of cross-platform, customizable hair shading models in MaterialX and OpenUSD.

github.com/AcademySoftw...
Three different examples of the Chiang Hair BSDF in MaterialX v1.39.2, rendered in NVIDIA RTX.
Reposted by Pablo Delgado
icastano.bsky.social
Wrote a blog post about my development process and the tools I’ve built to develop the Spark codecs:
ludicon.com/castano/blog...
Tools for GPU Codec Development – Ignacio Castaño
ludicon.com
pablode.bsky.social
Lastly, implemented proper support for AOVs including those used for picking (primId, instanceId, elementId). (asset: standard shader ball) (4/4)
pablode.bsky.social
To reduce the memory footprint, I first run the geometry through meshoptimizer which culls and deduplicates vertices. Next, the data is compressed with blosc. The results are quite good. Decompression only happens when a BLAS is rebuilt. (3/4)
pablode.bsky.social
Furthermore implemented #MaterialX geompropvalues (MDL scene data), and GeomSubsets. This required quite some code rewriting, as I now store a copy of the CPU geometry data in the renderer itself. Here’s a render of stehrani3d’s MaterialEggs which make use of these features (2/4)
pablode.bsky.social
Made good progress with gatling lately, and one of the new features is graphical tests. They primarily run on GitHub Actions using Mesa lavapipe (supports ray tracing). Thresholds are specified as USD render settings, diff images are uploaded as artifacts (1/4)
pablode.bsky.social
Hello 🦋 community!