Guillaume Boissé 🔜 GPC’25
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gboisse.bsky.social
Guillaume Boissé 🔜 GPC’25
@gboisse.bsky.social
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
🔗 gboisse.github.io
The “albedo bit” is related to glossy reflections. Here’s an example: 1st shot is the cache without jitter (exposing the tiling), 2nd shot is with jitter, and you can see how the details disappear… Finally, 3rd shot divides the radiance by the average cell albedo and re-multiply with per-ray albedo.
November 11, 2025 at 10:25 AM
That’s a great article, thanks for sharing! I’ll try to answer all your questions.
1. Yes, that’s definitely a hard one, balancing between stability and responsiveness is really difficult. I’ve ended up with tracking temporally smoothed delta of luminance values (you can tweak all values of course):
November 10, 2025 at 12:05 PM
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
October 4, 2025 at 1:05 PM
Performance is quite decent even at the highest quality settings; 120us for specular (and ~20us for diffuse):
August 27, 2025 at 5:42 PM
Been wanting to implement that fast GGX-based convolution for glossy reflections probes for quite a while and finally made some time for it:) research.activision.com/publications...
August 27, 2025 at 5:42 PM
I did this, combined with some efficient light culling, to get some real-time dynamic GI on PS4 some nearly 10 years ago now:)
June 28, 2025 at 2:26 PM
Quick behind the scenes of our latest PC demo production, here’s the node graph for the part from 02:14 to 03:00: youtu.be/W7Om9rf0qKc?... Might print out more graphs from other scenes if there’s some interest:)
May 23, 2025 at 5:59 PM
Perks of the job:) #rdna4
May 22, 2025 at 11:45 AM
2nd place 🎉 thanks @revision-party.bsky.social!
April 21, 2025 at 10:38 AM
Looking forward to tonight’s compos! @revision-party.bsky.social #demoscene
April 20, 2025 at 9:08 PM
Now drawn as a mesh 🎉
January 25, 2025 at 12:48 PM
Testing the fluid sim. with object collision:)
January 14, 2025 at 7:27 PM
Re-wrote my acceleration structure for neighbourhood search based on some insight from @vassvik.bsky.social and got significant speedups on large fluid simulations:) Here’s ~1/2 million particles ✨
January 10, 2025 at 1:22 PM