Recent Posts

This is my new website that is now running on Hugo. After I got bitten by viruses embedded in Drupal php files, I decided that enough is enough and I am going to switch to statically generated websites. Incidentally, this is really nice and I am looking forward to using it more in the future.


This is going to be just a blog post with random thoughts outlining some of the successes and failures while I was working on Haemimont Games’ in-house engine. Most of these techniques are not particularly new, but they still helped out to squeeze some performance or improve the graphics in one way or another. Of course, it is a mature/old engine - it started being used in 2004, so it is expected that there is lots of legacy code that does not get redone because of time constraints or purely political reasons.


Recent Publications

We present a system specifically designed for capturing the optical properties of live human teeth such that they can be realistically re-rendered in computer graphics.
SIGGRAPH Asia 2018

We introduce an efficient technique for incoherently integrating the contributions of individual scratches, as well as closed-form solutions for modeling spherical and polygonal area light sources, and for the first time bring scratch iridescence within reach of real-time applications.

We propose a wave-optical shading model based on non-paraxial scalar diffraction theory to render iridescent scratches appearing on worn surfaces.
SIGGRAPH Asia 2017

We present an end-to-end pipeline for fitting the parameters of a microflake theory SVBRDF model to measured reflectance data, manipulating fiber distributions using tactile input, and rendering the resulting spatially varying surface appearance in real time.
In VMV 2016