Basile Fraboni
bfraboni.bsky.social
Basile Fraboni
@bfraboni.bsky.social
Rendering software engineer. Formerly @ NetflixAnimation, @ Animal Logic, PhD @ LIRIS. Views are my own.

More at bfraboni.github.io
Reposted by Basile Fraboni
20th anniversay of stb_image is next month
October 7, 2026 at 10:08 PM
Reposted by Basile Fraboni
TinyBVH 1.9.1 is now available on the dev branch:
github.com/jbikker/tiny...
Exciting developments:
* 3x faster SBVH builds
* 4x faster BVH4 / BVH8 builds
* Fast binning builder now 20% faster
* New Bonsai builder (<5ms for Sponza!)
Give it a spin. :)
GitHub - jbikker/tinybvh: Header-only dependency-free BVH construction and traversal library.
Header-only dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
October 6, 2026 at 8:59 AM
Reposted by Basile Fraboni
Uploaded exit-resampling for random walk SSS (nb/pdf).
github.com/RomboDev/Mis...

Derivations: Full ePDF, eCDF, E1 and weight correction
Visual Proof: single-sample spatial noise render & STD heatmaps showing variance reduction.
Analysis: 2D (log-)variance heatmaps.
August 25, 2026 at 6:04 PM
Reposted by Basile Fraboni
Emissive shaders.

Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it.

www.linkedin.com/pulse/therma...
Thermal light emission from hot objects
Most emissive shaders in CG make hot metal glow the same way: you type a temperature in Kelvin, a blackbody function turns it into a colour, and that colour is added on top of the material. Gold, iron...
www.linkedin.com
September 29, 2026 at 8:02 PM
Reposted by Basile Fraboni
As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad...

What if you could make SLides on top of PolyscOPE?

You can using SLOPE!

Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides!
September 26, 2026 at 2:07 PM
Reposted by Basile Fraboni
Someone made a Houdini asset with it and is doing art ! It makes me so proud😭
youtu.be/Vy63rWhi7bk?...

www.reddit.com/r/Houdini/s/...
September 23, 2026 at 4:58 PM
Reposted by Basile Fraboni
I know nothing about GPU programming, so I thought that BSP-OT on the GPU would not work because we are recursive then sequential...

I asked Claude to give it a try in CUDA:

x10 speed-up 😳 0.4s for 350k points in 3D, with the same quality as the CPU 😱

Here is the code: github.com/baptiste-gen...
August 10, 2026 at 12:32 PM
Reposted by Basile Fraboni
New Devlog about our new game, The Pineapple Conspiracy🍍

Avoid wild gorillas, sabotage the food supply, and don't let the renegade escape the island...

Post: www.newheadstudio.com/blog/pineapp...

Wishlist: store.steampowered.com/app/4981970/...

#gamedev #indiedev #devlog #steam #indiegamedev
September 22, 2026 at 6:15 PM
Reposted by Basile Fraboni
Next week at XDC 2026 in Toronto, our colleagues will be presenting nine talks covering the latest in #OpenSource graphics, from graphics drivers and Vulkan to the technologies shaping the open graphics ecosystem. We’re looking forward to sharing ideas! 🎉 Details: igalia.com/2026/09/22/I... #XDC2026
September 22, 2026 at 2:29 PM
Reposted by Basile Fraboni
Nobody talks about this, that's one of the main SSS issues : push radius(mfp) scale for transparency/translucency and thin mesh features, go dark and shift color unrealistically. It's SSS inner mechanics not a bug, but almost no shader exposes an actual fix 🍋

www.linkedin.com/pulse/sss-ac...
SSS : Achieving Transparency Through Long-Range Correlation, Not Scale
There's an intuitive move every render artist reaches for when a subsurface material looks too dense: turn up SSS scale. Dense SSS with MFP:1 Bigger mean free path (SSS radius).
www.linkedin.com
September 22, 2026 at 9:26 PM
Reposted by Basile Fraboni
blurring the RGB channels individually really helps give that harshness

good writeup: animationobsessive.substack.com/p/dangerous-...
Dangerous Light
On a lost effect from the analog film era.
animationobsessive.substack.com
September 21, 2026 at 2:12 AM
Reposted by Basile Fraboni
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
September 18, 2026 at 9:23 PM
Reposted by Basile Fraboni
My son brought a fun math puzzle home.

A rabbit can hop up 1 or 2 steps at a time.
If there are 10 steps, how many different ways are there to arrange these hops that get that rabbit to the top?

There are multiple ways to solve it, share your method if you figured it out! :)
August 20, 2026 at 4:41 AM
Reposted by Basile Fraboni
New minc compiler version 0.9.11 is now available (minc.dev). Main feature - all core sokol-sample features are now supported correctly. There's a wasm gallery available here: spacesofplay.github.io/sokol-sample...
August 20, 2026 at 1:39 PM
Reposted by Basile Fraboni
Graphics Programming weekly - Issue 450 - August 9th, 2026 www.jendrikillner.com/post/graphic...
August 14, 2026 at 3:56 PM
Reposted by Basile Fraboni
All currently available SSS models ignore internal boundary condition (aka TIR) .. but trapping rays past the critical angle (keeping'em bouncing) forces longer path lengths .. for richer, more saturated, physically accurate translucency.

Same color and mfp.
With / without TIR
August 13, 2026 at 8:46 PM
Reposted by Basile Fraboni
Graphics Programming weekly - Issue 449 - August 2nd, 2026 www.jendrikillner.com/post/graphic...
August 6, 2026 at 2:57 PM
Reposted by Basile Fraboni
I've been trying to write this page since … 2015! Each time I try, get frustrated, quit, start over. But this time I think I might have gotten the page to a good state … www.redblobgames.com/pathfinding/...
Red Blob Games: Improving Heuristics
www.redblobgames.com
July 28, 2026 at 3:33 AM
Reposted by Basile Fraboni
EGSR 2026 recordings: www.youtube.com/@egsr2026/pl...
(Also linked from the programme: egsr2026.inria.fr/programme/)
July 13, 2026 at 6:43 PM
Reposted by Basile Fraboni
New Blog post! This one explains our technique for modeling and generating volumetric worlds in the context of a game.

🪨 Overhangs, caves, arches - all those procedurally generated at runtime.

🔗 Link: newheadstudio.com/blog/volumet...

#gameDev #proceduralGeneration #unity3d #indieDev #erosion
June 29, 2026 at 1:18 PM
Reposted by Basile Fraboni
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples.

Video: youtu.be/-ya1bBnwx38

Project Page: graphics.cs.utah.edu/research/pro...
June 27, 2026 at 1:59 AM
Reposted by Basile Fraboni
Short blog post about Joys of cancelling a TBB task group: aras-p.info/blog/2026/06...
Joys of cancelling a TBB task group · Aras' website
aras-p.info
June 28, 2026 at 1:43 PM
Reposted by Basile Fraboni
I am excited to announce Dr.Jit 1.4 and Mitsuba 3.9 which now feature GPU-accelerated compute/ray tracing on Apple Silicon. Significant optimizations in both projects accelerate tracing/code generation ~2x. They generate better code and have faster Python bindings.🧵
June 26, 2026 at 4:49 AM
Reposted by Basile Fraboni
Reminder that the coding help I need the most for Dear ImGui are related to tech that are foreign to me: Vulkan, OSX, Metal, Android, Linux. Many open issues/pr, need quality brain time, design time, explanations & reviews to close topics rather that have more opened: github.com/ocornut/imgu...
June 25, 2026 at 1:22 PM