Federico Forti
Posts
22 posts
8
HdRestir 8 — Convergence Across Scenes
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7
HdRestir 7 — GPU Reservoirs and Temporal ReSTIR
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6
HdRestir 6 — Spectral Path Tracing on the GPU
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5
HdRestir 5 — GPU Scene Representation and Upload
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4
HdRestir 4 — Renderer Performance Metrics
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3
HdRestir 3 — Deferred Visibility in RIS
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2
HdRestir 2 — Weighted Reservoirs and Temporal Reuse
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1
HdRestir 1 — Resampled Importance Sampling
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HdRestir 0.g — Direct-Light Integrators and MIS
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0.f
HdRestir 0.f — GGX Materials and Spectral Paths
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0.e
HdRestir 0.e — Camera Rays, Intersections, and the First BVH
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0.d
HdRestir 0.d — Initial Plugin and Render Pipeline
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0.c
HdRestir 0.c — OpenUSD Hydra Render Delegates
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0.b
HdRestir 0.b — Monte Carlo Path Tracing
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0.a
HdRestir 0.a — Spectral Rendering
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6
Metal Tutorial 6 — GPU-Driven Rendering
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5
Metal Tutorial 5 — Tiled Rendering
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4
Metal Tutorial 4 — Shadows
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3
Metal Tutorial 3 — Deferred Rendering
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2
Metal Tutorial 2 — Sample Object
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1
Metal Tutorial 1 — Hello Triangle
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