Amin Aliari, 3D Programmer

I am currently a Senior 3D Programmer at Ubisoft Toronto , focused on real-time rendering and GPU performance for a large AAA title. Here, I mostly write about my hobby projects and topics related to computer graphics. More about me.

Face Editing Using Part-Based Optimization of the Latent Space

Face Editing Using Part-Based Optimization of the Latent Space (Eurographics 2023)

Our Eurographics 2023 paper in Computer Graphics Forum: interactive 3D face editing with a part-based variational autoencoder, written with La Forge at Ubisoft Montreal.

May 7, 2023 · 3 min
Path-traced Cornell box rendered on the GPU

Software Path Tracing on GPU

A GPU path tracer in DirectX 12 and Vulkan compute, based on Ray Tracing in One Weekend, with physically-based atmospheric scattering. Source code included.

April 15, 2023 · 2 min
Fluid simulation by David Li

Real-time Fluid Simulation on GPU

A real-time SPH fluid simulation running on GPU compute shaders in DirectX 12 and Vulkan, with videos and source code.

October 1, 2022 · 1 min
Bunny model lit by ray-marched god rays in Mithra

Adding Temporal Anti-Aliasing and God Rays to Mithra

Implementing Unreal Engine 4 style temporal anti-aliasing (TAA) in Mithra, and using it with blue noise to get cheap, smooth ray-marched god rays.

May 9, 2021 · 2 min
Per-object motion blur in The Last of Us Part II

Implementing and Optimizing a Motion Blur Effect

How to implement and optimize a per-object motion blur effect on the GPU with a velocity buffer and tile-max reconstruction, with source code and timings.

October 25, 2020 · 6 min
Mithra renderer shadow editor

Mithra Graphics Renderer

Mithra, my physically-based OpenGL and C++ renderer: image-based lighting, shadow mapping with tight projection and other modern rendering techniques.

July 1, 2020 · 2 min