Dihara Wijetunga
diharaw94.bsky.social
Dihara Wijetunga
@diharaw94.bsky.social
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Reposted by Dihara Wijetunga
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
November 23, 2025 at 9:06 PM
Reposted by Dihara Wijetunga
Capsaicin is not just for tacos, it's also our developer rendering framework!

v1.3 is out now:

🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
🌶️ HDR support with spicier tone mapping.

And much, much more: gpuopen.com/learn/gi-1-2...
Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen
AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.
gpuopen.com
November 20, 2025 at 8:46 PM
Only 26 minutes? Fiiiine, I’ll rewatch PsychOdyssey then.
🚨 "The Making of Double Fine's Keeper" is now available! 🚨

Many of you have been asking for this one; we're happy to say the cameras continued to roll here at the studio during Keeper's development. Come see how this very special game came to be, from the team themselves! 😊

youtu.be/1OOfRTfMnx0
The Making Of Double Fine's Keeper
HEADLINE - Double Fine shocks with unprecedented development transparency! Wait, what do you mean we do this all the time? ....33 episodes? Who has time for that in this day and age!? Thankfully,…
youtu.be
November 12, 2025 at 9:45 PM
Reposted by Dihara Wijetunga
I went to meet the 'Rockstar 31', the developers who were suddenly fired from their work on GTA 6 for what the studio has described as gross misconduct.

That's not what the workers call it though. They have another couple of words they prefer to use: union busting.

www.youtube.com/watch?v=c9nO...
The Rockstar Workers Fired Before They Could Finish GTA 6
YouTube video by People Make Games
www.youtube.com
November 11, 2025 at 2:43 PM
Reposted by Dihara Wijetunga
See what our research teams have been up to with our latest papers:

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

📥 View here: gpuopen.com/learn/public...
Publications - AMD GPUOpen
Discover our published publications.
gpuopen.com
November 10, 2025 at 3:31 PM
Reposted by Dihara Wijetunga
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
This was such an amazing experience! Now I want to play MGS2 again!
November 2, 2025 at 8:46 AM
Absolutely adored Keeper! @leepetty.bsky.social and @doublefine.com have done an amazing job!
October 18, 2025 at 2:37 PM
Still thinking about the Blood Incantation gig in London…
October 13, 2025 at 7:17 PM
Reposted by Dihara Wijetunga
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...

I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
October 5, 2025 at 1:05 PM
Reposted by Dihara Wijetunga
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
Reposted by Dihara Wijetunga
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
September 8, 2025 at 12:49 AM
Reposted by Dihara Wijetunga
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com
August 29, 2025 at 7:52 PM
Reposted by Dihara Wijetunga
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 12:52 PM
Reposted by Dihara Wijetunga
New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...
Thinking about convolutions for graphics
aschrein.github.io
August 22, 2025 at 4:06 PM
Reposted by Dihara Wijetunga
Jakub Bokšanský and Daniel Meister: Neural Visibility Cache for Real-Time Light Sampling

jcgt.org/published/00...
August 22, 2025 at 9:50 AM
Reposted by Dihara Wijetunga
For quite a while I've been working on a Fast Fourier Transform based ocean simulation in my render engine.
Whilst there is still a lot to work on, I'm excited to see the result once I've added IBL to this renderer.
August 21, 2025 at 7:36 AM
Weapons was such a great movie. My favourite of this year so far. Go see it with the biggest audience possible. It’s a total blast!
August 9, 2025 at 10:19 PM
Reposted by Dihara Wijetunga
AMD FSR Redstone is our upcoming suite of ML-powered AMD #FidelityFX neural rendering technologies.

🟥 Get your game Redstone ready with #FSR 3.1.4 🟥

We've also updated our #UnrealEngine FSR 3 & Radeon Anti-Lag 2 plugins to support UE 5.6.

Details ➡️ gpuopen.com/learn/amd-fs...
Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin - AMD GPUOpen
Integrate AMD FSR 3.1.4 to get ready for FSR Redstone, updated Unreal Engine 5.6 plugin now available.
gpuopen.com
August 7, 2025 at 6:09 PM
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...
August 7, 2025 at 6:13 PM
Do you like heavy riffs? Do you like Hatsune Miku? Boy, do I have the song for you by @bitbreaker.bsky.social !

youtu.be/_VYsCybhn0s?...
God Only Knows (feat. Kasane Teto)
YouTube video by [bitbreaker]
youtu.be
August 1, 2025 at 6:26 PM
Reposted by Dihara Wijetunga
We've just released the latest #FSR 3.1.4 in our updated plugin for #UnrealEngine 5, ready to drop into your game! 🎮

🔥 Easily get your game ready for FSR 4
🔥 New upscaler CVars and multiple bug fixes

📥 Download now! gpuopen.com/learn/ue-fsr...
AMD FidelityFX Super Resolution 3.1.4 Unreal Engine plugin guide
Download the AMD FSR 3.1.1 plugin for Unreal Engine, and learn how to install and use it.
gpuopen.com
June 19, 2025 at 9:30 PM
Reposted by Dihara Wijetunga
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/...
June 19, 2025 at 1:31 AM
Reposted by Dihara Wijetunga
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
careers.amd.com
June 18, 2025 at 4:50 PM
Reposted by Dihara Wijetunga
New blog post discussing Async Compute, various experiments with pairings and task overlapping and performance impact. interplayoflight.wordpress.com/2025/05/27/a...
Async compute all the things
GPUs make work parallelism very easy by design: each drawcall/dispatch shader instruction operates on batches of vertices, pixels, threads in general at the same time automatically. On the other ha…
interplayoflight.wordpress.com
May 27, 2025 at 8:54 PM