auzaiffe.bsky.social
@auzaiffe.bsky.social
Found and solved a years-old bug in Unity's HDRP IBL system. Turns out using the same sequence for every pixel + a local basis with a singularity leads to visible seams on rough metallic surfaces (who would have thought?).

auzaiffe.wordpress.com/2026/01/10/s...
Sample Decorrelation in BRDF Preconvolution for Image Based Lighting
Introduction During my time as a member of the HDRP team at Unity, one of the systems I contributed to was the split-sum approximation-based image-based lighting, more precisely for the Sheen light…
auzaiffe.wordpress.com
January 10, 2026 at 3:26 PM
If you happen to be at #GDC2025, I'll be giving a talk about Neural Texture Compression and Cooperative Vectors at Microsoft's Advanced Graphics Summit, feel free to attend!

schedule.gdconf.com/session/adva...
Advanced Graphics Summit: Cooperative Vectors and Neural Rendering
17th March, 2025 09:30am - 10:30am - Cooperative Vectors is a new feature being added to Direct3D and HLSL. It enables general purpose a...
schedule.gdconf.com
March 12, 2025 at 8:50 AM