This site started as a blog for hobbyist adventures in real-time rendering, the demo scene and game engine programming, which is still archived here. Since then, my interests shifted towards Monte Carlo Rendering, so new content will likely focus on that. ☺

Recent Updates

30 May 2024:
Paper on N-Dimensional Gaussians for Fitting of High Dimensional Functions accepted to SIGGRAPH 2024.
10 May 2023:
Paper on Neural Prefiltering for Correlation-Aware Levels of Detail accepted to SIGGRAPH 2023.
22 June 2022:
Paper on Planetary Shadow-Aware Distance Sampling accepted to EGSR 2022.
4 August 2021:
Book chapter on Light Sampling in Quake 2 Using Subset Importance Sampling published in Ray Tracing Gems 2, giving a retrospect of implementing lighting in Q2VKPT and some additional insights.
1 July 2021:
I joined the Advanced Rendering Technology team at Intel Graphics Research.
30 September 2020:
Paper Path Differential-Informed Stratified MCMC and Adaptive Forward Path Sampling, accepted to SIGGRAPH Asia 2020. Source code to follow in the coming days.
8 July 2019:
mitsuba IM, an interactive fork of Wenzel Jakob's mitsuba renderer.
4 July 2019:
Source code for the paper Distortion-free Displacement Mapping.
18 January 2019:
Q2VKPT, Quake II extended with real-time path tracing by Christoph Schied. (I contributed some code and press materials.)
30 November 2019:
Source code for the paper Reweighting Firefly Samples for Improved Monte Carlo Estimates.


Contributions to Open-Source Projects

mitsuba IM
Path-traced Quake II



Reweighting Firefly Samples for Improved Monte Carlo Estimates



Torsion - Space Warping Gameplay Prototype
Demo scene
Engine Programming
Engine Programming