Vlad Erium

@shamanix@mastodon.gamedev.place
79 Followers
114 Following
430 Posts
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. ArtStation: http://ssh4.artstation.com

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Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay
Maryam Riahi, Benjamin Watson

https://arxiv.org/abs/2506.19084

Am I Playing Better Now? The Effects of G-SYNC in 60Hz Gameplay

G-SYNC technology matches formerly regular display refreshes to irregular frame updates, improving frame rates and interactive latency. In a previous study of gaming at the 30Hz frame rates common on consoles, players of Battlefield 4 were unable to discern when G-SYNC was in use, but scored higher with G-SYNC and were affected emotionally. We build on that study with the first examination of G-SYNC's effects at the 60Hz frame rate more common in PC gaming and on emerging consoles. Though G-SYNC's effects are less at 60Hz than they were at 30Hz, G-SYNC can still improve the performance of veteran players, particularly when games are challenging. G-SYNC's effects on emotion and experience were limited.

arXiv.org

CUDA RAY TRACING 3.6X FASTER THAN RTX: MY CUDA RAY TRACING JOURNEY

https://karimsayedre.github.io/RTIOW.html

Karim Sayed - Rendering Engineer

A showcase of my projects and portfolio.

Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

https://iribis.github.io/publication/2025_Stratified_Histogram_Resampling

A Fluorescent Material Model for Non-Spectral Editing & Rendering

Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)

https://arxiv.org/abs/2505.19672

Argy & Omiki - WIND

YouTube

Code released for “Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps”

https://github.com/lwwu2/glint24

GitHub - lwwu2/glint24: Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps

Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps - lwwu2/glint24

GitHub

Power Diagram Enhanced Adaptive Isosurface Extraction from Signed Distance Fields

Pengfei Wang, Ziyang Zhang, Wensong Wang, Shuangmin Chen, Lin Lu, Shiqing Xin, Changhe Tu

https://arxiv.org/abs/2506.09579

Neural Visibility Cache for Real-Time Light Sampling
Jakub Bokšanský, Daniel Meister
(Advanced Micro Devices, Inc. / AMD)

https://arxiv.org/abs/2506.05930

Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors
Belcour Laurent, Benyoub Anis @Auzaiffe
(Intel Labs, France)

Paper: https://arxiv.org/abs/2506.06040
Project: https://ggx-research.github.io/publication/2025/06/06/publication-nbfc.html
Video: https://youtu.be/8sy3QP1R-p8?si=ppcixe7cDv7KUeEb
Code (MIT): https://github.com/GameTechDev/TextureSetNeuralCompressionSample

Immersive Visualization of Flat Surfaces Using Ray Marching
Fabian Lander, Diaaeldin Taha

Paper: https://arxiv.org/abs/2506.07558
Live Demo: https://fabianlander.github.io/apps/raymarchingflatsurfacesapp/
Code (MIT): https://github.com/FabianLander/RayMarchingFlatSurfaces