Laura Reznikov

119 Followers
88 Following
122 Posts
Meta engineering manager - Avatar Performance and Visuals, RTRT/PBR geek - she/her
RenderThreads ClothingRenderthreads.com

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Boosts appreciated :)

https://zeux.io/2025/03/31/measuring-acceleration-structures/

Measuring acceleration structures

Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors. It may seem like a trivial matter - surely, by 2025 all implementations are close to each other in memory consumption, and the main competition is over ray traversal performance and new ray tracing features? Let’s find out.

In just a few weeks, Chris Wyman will present his keynote on ReSTIR: Traveling the Path of Reuse.

More info on the website: https://i3dsymposium.org/2025/keynotes.html
Register here to see it live! https://i3dsymposium.org/2025/registration.html
#I3D2025

Keynote Presentations | I3D 2025

ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

Amazon.com

SIGGRAPH 2024 Advances in Real-Time Rendering in Games course syllabus is up https://advances.realtimerendering.com/ - Enjoy! See you on Tuesday.
Advances in Real-Time Rendering in Games

Woohoo! My talk about testing rendering code at Frostbite is up for everyone to watch!

https://www.youtube.com/watch?v=oJynPsNxYDM

REAC 2024 DAY 1 Testing Rendering Code at Frostbite.

YouTube
REAC 2024

YouTube
The papers session on Light Transport and Storage is now available! https://youtu.be/cMo0wFP879U
#I3D2024
I3D 2024 Papers Session 2 - Light Transport and Storage

YouTube
Another #REAC2024 highlight - Simon Eschbach from Sledgehammer Games at Activision will share lessons on Optimizing the UI’s CPU bound frame rate in @CallofDuty - for more, see here:
https://tinyurl.com/reac2024main
Register here: https://tinyurl.com/reac2024 - June 3 & 4 online. See you there!
REAC: 2024 Conference.

REAC: Rendering Engine Architecture Conference.

People who work with HCI and interactive 3D: if your work is more technical and measurable than it is good design, I highly encourage you to submit to I3D in the future. The standards for this conference are very high, and your research is valuable there.

https://mastodon.acm.org/@i3d/112514157956368673

I3D Symposium (@[email protected])

The first papers session from this year on Interaction and VR is now live! Go watch it! https://youtu.be/p8EgZlPkafg #I3D2024

Mastodon
The first papers session from this year on Interaction and VR is now live! Go watch it! https://youtu.be/p8EgZlPkafg
#I3D2024
I3D 2024 Papers Session 1 - Interaction and VR

YouTube