| Github | https://github.com/AlexSabourinDev |
| Github | https://github.com/AlexSabourinDev |
While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series conā¦
New blog post:
Multithreading in games - Comment on 'Parallelizing the Physics Solver' BSC 2025 Talk https://felixk15.github.io/posts/comment_on_parallelizing_the_physics_solver/
Posting mostly about tech and programming in the game/engine dev space. Can be anything from retro console emulation, open source libraries or personal takes on things going on in my social tech-bubble.
Itās cool to see my talk freely available for everyone. Iām proud of the work our team accomplished, and it means a lot that itās now accessible to a wider audience.
Huge thanks to the GDC team for putting it out there!
@jiayincao has an awesome new post on ReSTIR GI; highly recommended reading:
https://agraphicsguynotes.com/posts/understanding_the_math_behind_restir_gi/
Recently, I had the pleasure of contributing to Nvidiaās Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, which included collaborating with my colleague Daqi Lin to implement a brand new ReSTIR-based global illumination solution, specifically, ReSTIR PT[1], within the NvRTX branch of Unreal Engine. A GDC presentation video on Zorah was released a few weeks ago.