Francesco Cifariello Ciardi (@FCifaCiar) header
Francesco Cifariello Ciardi (@FCifaCiar) profile picture

Principal Graphics person @Guerrilla, prev @unity3d and @RareLtd. I guess my opinions are my own, but I am not so sure (my employer wouldn't want them)

Haarlem, Netherlands
Joined June 2012
Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)Photo by Francesco Cifariello Ciardi (@FCifaCiar)
I wrote a two part blog post as intro to GPU scalarization! Introduction to concepts and simple example: flashypixels.wordpress.com/2… Two strategies to scalarize forward+: flashypixels.wordpress.com/2… Hope you'll enjoy it :)
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I like it when the sky is blue. Let's try to see how it is over there :-)
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Here's a cool new paper on an energy-preserving version of the Oren-Nayar model for a rough diffuse BRDF. By @jamportz, @pzkutz, and @self_shadow! arxiv.org/abs/2410.18026
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I can't believe we're done! Time Ghost A short film we on the Demo Team have been working on for a while youtu.be/o1JIK5W3DRU Like all our team’s demos, it runs in real-time at 30fps in Unity. Over the next days I’ll be posting rendering and tech art breakdowns in this 🧵
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The latest Unity demo was announced and as always it is amazing! I am super proud to see some of the tech I worked on there! @robcupisz @tlaedre @codeverses and the whole team, you guys are monsters! Incredible stuff! Congratulations! youtube.com/watch?v=o1JIK5W3…
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Looking for a fast method to render your large-scale game components? Our lastest @HPG_Conf paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
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We have recorded a 48min version of the presentation for our paper "Filtering After Shading with Stochastic Texture Filtering": youtube.com/watch?v=e3391_C6… Properly paced, going deeper into history, context, gamedev practices, and explaining recommendations - check it out! :)
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Very interesting lighting white paper from Activision: research.activision.com/tech…
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I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N
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Francesco Cifariello Ciardi retweeted
After reading through the excellent ZH3 paper by @torust/@miwanicki/@Peter_shirley (torust.me/ZH3.pdf), I added the ZH3 hallucination method for calculating irradiance to both BakingLab and Probulator github.com/TheRealMJP/Baking… github.com/kayru/Probulator/…
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Check out this awesome paper from SEED on how to tailor the frequencies of rendering noise to improve image denoising in real time rendering. The paper is being presented next week at @I3DCONF in Philadelphia ea.com/seed/news/spatio-temp…
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The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design? Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-driven-ma…
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Francesco Cifariello Ciardi retweeted
This is a great article that explains HLSL cbuffer packing rules, and also includes a very cool layout visualizer: maraneshi.github.io/HLSL-Con…
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“Low-level thinking in high-level shading languages” is in my top 3 most influential presentations, one that changed the way I think about shader programming. 2023 was the 10th anniversary so I tried a quick refresh and discussed developments since. interplayoflight.wordpress.c…
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🎄 Blogpost number 5 in the Christmas series! This one is about our raytraced micro polygon (nanite style) geometry experiments by @oisyn , read more over at medium.com/@s.hesp/creating-…
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I just wrote a blog post about how to use the power of your GPU even if you're not a graphics programmer. I used it to outperform my old-school Amiga image converter. I easily got 15x speedup on my old 7 years old laptop! #amiga #demoscene #GPU arnaud-carre.github.io/2023-…
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Francesco Cifariello Ciardi retweeted
Jensen et al., Performance Comparison of Meshlet Generation Strategies. jcgt.org/published/0012/02/0…
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