Jakub Boksansky
banner
boksajak.bsky.social
Jakub Boksansky
@boksajak.bsky.social
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Pinned
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.

Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...

The book is available on Amazon.
A gentle reminder my MLPZen project is up on GitHub. You get:
- MLP inference and training in standard HLSL, in-line anywhere in your shaders
- 2D and 3D Hash-grid
- Adam optimizer
- Dx12 sample app
- Link: github.com/boksajak/MLP...
Looking forward to how people will use this!
GitHub - boksajak/MLPZen
Contribute to boksajak/MLPZen development by creating an account on GitHub.
github.com
April 7, 2026 at 1:14 PM
Love this ray tracing statue 🕺
March 20, 2026 at 2:53 PM
I made a game! Do you like playing your favorite arcades but feel like there's not enough ray tracing?

You can now play my "bin packing" classic with full path tracing.

Open source and free (executables in the bin folder):
github.com/boksajak/Bin...
March 19, 2026 at 3:09 PM
My MLPZen project comes with a sample showing a simple neural texture compression (NTC). You don't need a complex vendor-locked SDK with proprietary extensions to start experimenting with NTC for your game. This project is pure DirectX 12/HLSL. Github: github.com/boksajak/MLP...
March 15, 2026 at 4:19 PM
Hot off the press, the GPU Zen 4! You can get yours on Amazon: www.amazon.de/GPU-Zen-Adva...
February 28, 2026 at 11:10 AM
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.

Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...

The book is available on Amazon.
February 20, 2026 at 3:57 PM
Reposted by Jakub Boksansky
Forgot to post it here, but I recently went through @boksajak.bsky.social's great Crash Course in Deep Learning. To make sure I understood everything, I implemented it in Odin.

This straightforward CPU version is very slow as you might expect, but also easy to follow.

github.com/wookie41/odi...
December 12, 2025 at 9:58 PM
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault
Tom Clabault's website
tomclabault.github.io
November 25, 2025 at 12:52 PM
Reposted by Jakub Boksansky
See what our research teams have been up to with our latest papers:

📝 Joint Denoising and Upscaling via Multi-branch Network.
📝 Cardioid Caustics Generation with Diffusion Models.
📝 Geometric Integration for Neural Control Variates.

📥 View here: gpuopen.com/learn/public...
Publications - AMD GPUOpen
Discover our published publications.
gpuopen.com
November 10, 2025 at 3:31 PM
Reposted by Jakub Boksansky
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by Jakub Boksansky
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
Reposted by Jakub Boksansky
Get up to speed with our latest advanced graphics research:

📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.

📥 Download the papers: gpuopen.com/learn/public...
October 16, 2025 at 7:56 PM
Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...
August 18, 2025 at 6:24 PM
Reposted by Jakub Boksansky
I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines!

Classics 😊
June 25, 2025 at 12:23 PM
I will be presenting our "GATE: Geometry-Aware Trained Encoding" at HPG on Wednesday at 9:50AM. See you all in Copenhagen soon! Paper link is here: diglib.eg.org/bitstream/ha...
June 21, 2025 at 11:40 AM
New papers day! Preprints of our „GATE: Geometry-Aware Trained Encoding“ to be presented at HPG and „Neural Visibility Cache for Real-Time Light Sampling“ currently on Arxiv are available here: boksajak.github.io/blog/Preprin... Kudos to co-authors Daniel Meister and Carsten Benthin. Enjoy!
June 10, 2025 at 8:30 AM
I received a patent trophy! Big thanks to my friends and colleagues who helped me along the way!
April 15, 2025 at 4:06 PM
Reposted by Jakub Boksansky
Started putting together a new toy gfx framework based on python with pybind11 for directx12 etc.
February 15, 2025 at 6:51 PM
Reposted by Jakub Boksansky
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
January 3, 2025 at 9:38 AM
Reposted by Jakub Boksansky
New blog post: Relativistic Quaternions
I briefly discuss what quaternions and dual quaternions must become in spacetime in order to represent physically meaningful motions.
terathon.com/blog/relativ...
December 24, 2024 at 10:15 PM
Reposted by Jakub Boksansky
Want your BRDF to be environmentally friendly? Here's a terrible option to keep semi-metals energy conserving
www.zyanidelab.com/semi-metalli...
Energy Preserving Semi-Metallic BRDF
Reduce the carbon footprint of your BRDF
www.zyanidelab.com
December 12, 2024 at 5:25 AM
Reposted by Jakub Boksansky
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
www.youtube.com
December 4, 2024 at 10:38 AM
Reposted by Jakub Boksansky
I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
www.froyok.fr
December 3, 2024 at 7:30 PM
Remind me why folks prefer Aces tonemapper to the Reinhard (or do they)?
November 18, 2024 at 10:45 AM
What urges you to write your own path tracer? Do you prefer your pixels home-made? Is it the thrill of GPU timeout debugging? Is it insanity? Tell me why we do it.
November 10, 2024 at 6:55 PM