The Curious Engineer

All blogs / Graphics

Code & Visuals

blog.yiningkarlli.com

The home of Code & Visuals

GraphicsPerformance / optimizationCPU / microarchitecture

Posts
146 from 1 Dec 2009 to 23 Jul 2026
Posting
now and then (5 in the last year)
Kind
personal blog
Feed
https://blog.yiningkarlli.com/feeds/posts/default/

2026 4

  1. SIGGRAPH 2026 Talk- Path Guiding in Disney's "Zootopia 2"
  2. SIGGRAPH 2026 Talk- A Hybrid BVH Structure for Interactive GPU Ray Tracing
  3. New Reading and Display Features
  4. References

2025 5

  1. Zootopia 2
  2. SIGGRAPH 2025 Course Notes- Path Guiding Surfaces and Volumes in Disney's Hyperion Renderer- A Case Study
  3. SIGGRAPH 2025 Talk- A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
  4. Photography Show at Disney Animation
  5. New Unified Site Design

2024 4

  1. Moana 2
  2. DigiPro 2024 Paper- Cache Points For Production-Scale Occlusion-Aware Many-Lights Sampling And Volumetric Scattering
  3. Porting Takua Renderer to Windows on Arm
  4. Once Upon a Studio

2023 3

  1. Wish
  2. SIGGRAPH 2023 Conference Paper- Progressive Null-tracking for Volumetric Rendering
  3. Zootopia+

2022 4

  1. Strange World
  2. SIGGRAPH 2022 Talk- "Encanto" - Let's Talk About Bruno's Visions
  3. Baymax!
  4. Far from the Tree

2021 10

  1. Encanto
  2. Rendering on the Apple M1 Max Chip
  3. Comparing SIMD on x86-64 and arm64
  4. SIGGRAPH 2021 Talk- Unbiased Emission and Scattering Importance Sampling for Heterogeneous Volumes
  5. Porting Takua Renderer to 64-bit ARM- Part 2
  6. Us Again
  7. Porting Takua Renderer to 64-bit ARM- Part 1
  8. New Responsive Layout and Blog Plans
  9. RenderMan Art Challenge: Magic Shop
  10. Raya and the Last Dragon

2020 4

  1. Art Exercise: Lupine Forest Cabin
  2. Once Upon a Snowman
  3. RenderMan Art Challenge: Shipshape
  4. Shadow Terminator in Takua

2019 5

  1. RenderMan Art Challenge: Woodville
  2. Frozen 2
  3. SIGGRAPH 2019 Talk- Taming the Shadow Terminator
  4. Hyperion Publications
  5. Nested Dielectrics

2018 5

  1. Ralph Breaks the Internet
  2. Mipmapping with Bidirectional Techniques
  3. Transactions on Graphics Paper- The Design and Evolution of Disney's Hyperion Renderer
  4. Disney Animation Data Sets
  5. Scandinavian Room Scene

2017 6

  1. Aventador Renders Revisited
  2. Olaf's Frozen Adventure
  3. SIGGRAPH 2017 Course Notes- Recent Advances in Disney's Hyperion Renderer
  4. SIGGRAPH 2017 Paper- Spectral and Decomposition Tracking for Rendering Heterogeneous Volumes
  5. Subdivision Surfaces and Displacement Mapping
  6. Inner Workings

2016 4

  1. Moana
  2. Physically Based Rendering 3rd Edition
  3. Rendering Minecraft in Renderman/RIS
  4. Zootopia

2015 10

  1. Attenuated Transmission
  2. Complex Room Renders
  3. Note On Images
  4. Hyperion
  5. BSDF System
  6. Adaptive Sampling
  7. Flower Vase Renders
  8. Multiple Importance Sampling
  9. Bidirectional Pathtracing Integrator
  10. Consistent Normal Interpolation

2014 4

  1. Takua Render Revision 5
  2. SIGGRAPH Asia 2014 Paper- A Framework for the Experimental Comparison of Solar and Skydome Illumination
  3. PIC/FLIP Simulator Meshing Pipeline
  4. New PIC/FLIP Simulator

2013 15

  1. Takua Chair Renders
  2. Throwback- Holiday Card 2011
  3. Code and Visuals Version 4.0
  4. Pixar Optix Lighting Preview Demo
  5. Giant Mesh Test
  6. Importance Sampled Direct Lighting
  7. Quick Update on Future Plans
  8. Working Towards Importance Sampled Direct Lighting
  9. Stratified versus Uniform Sampling
  10. First Progress on New Pathtracing Core
  11. Short-stack KD-Tree Traversal
  12. Stackless KD-Tree Traversal
  13. Revision 3 KD-Tree/ObjCore
  14. Bounding Boxes for Ellipsoids
  15. Revision 3, Old Renders

2012 27

  1. Texture Mapping
  2. Blurred Glossy Reflections
  3. Thoughts on Stackless KD-Tree Traversal
  4. TAKUA/Avohkii Renderer
  5. Jello KD-Tree
  6. Volumetric Renderer Revisited
  7. More Experiments with Trees
  8. Random Point Sampling On Surfaces
  9. Thoughts on Ray Bounce Depth
  10. More KD-Tree Fun
  11. Subsurface Scattering and New Name
  12. More Fun with Jello
  13. Smoke Sim + Volumetric Renderer
  14. April 23rd CIS565 Progress Summary- Speed and Refraction
  15. April 14th CIS563 Progress Summary- Meshes and Meshes and Meshes
  16. April 5th CIS565 Progress Summary- Interactivity, Alpha Review, Fresnel Reflections, Antialiasing
  17. April 1st CIS563 Progress Summary- Framework Improvements and Bounding Volumes
  18. April 1st CIS565 Progress Summary- Camera and Pathtracing
  19. CIS563/CIS565 Final Project Github Repos!
  20. CIS563/CIS565 Final Projects- Multiple Interacting Fluids and GPU Pathtracing
  21. Pathtracer with KD-Tree
  22. First Pathtraced Image!
  23. Smoke Sim- Preconditioning and Huge Grids
  24. Smoke Simulation Basics!
  25. Jello Sim Maya Integration
  26. Multijello Simulation
  27. Pathtracer Time

2011 16

  1. Basic Raytracer and Fun with KD-Trees
  2. A Volumetric Renderer for Rendering Volumes
  3. Building/Installing Alembic for OSX
  4. Installing Numpy for Maya 2012 64-bit on OSX 10.7
  5. GH House Project, a.k.a. Why Backups are Important
  6. Animation Final Project Stills
  7. Why cd when you can go?
  8. Chairs…. now with Balloons!
  9. VRay Tree
  10. Mo’ Tree (and Grass) Experimenting
  11. Autumn Tree!
  12. Demoreel Update!
  13. Demoreel and New Site!
  14. How 'Bout Them Apples?
  15. Watermelon Smash
  16. Recent Stuff

2010 18

  1. Raincoat Girl Turntable
  2. Character Model Face
  3. Cloth Simulation Progress
  4. City Street- Playing with Z-Depth and Ambient Occlusion
  5. City Street Progress
  6. Clock Miniproject
  7. Hermit Crab
  8. Hermit Crab Ready For Texturing!
  9. Hermit Crab Progress
  10. Puddle! Redux
  11. Puddle!
  12. Little Kiddo
  13. Give Gifi!
  14. Playing with Maya
  15. A Sneak Peak...
  16. The Foyer
  17. George Harrison Portrait
  18. Elemental Magic Workshop with Joseph Gilland

2009 2

  1. Experimenting with Time Lapse
  2. An Introduction