# A Triangle's Journey > Amin Aliari, Senior 3D Programmer at Ubisoft Toronto (previously Ubisoft Montreal), writes about real-time rendering, GPU programming and computer graphics. ## Posts - [Face Editing Using Part-Based Optimization of the Latent Space (Eurographics 2023)](https://aminaliari.github.io/posts/neural-face/): 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. - [Software Path Tracing on GPU](https://aminaliari.github.io/posts/path-tracing/): 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. - [Real-time Fluid Simulation on GPU](https://aminaliari.github.io/posts/fluid-sim/): A real-time SPH fluid simulation running on GPU compute shaders in DirectX 12 and Vulkan, with videos and source code. - [Adding Temporal Anti-Aliasing and God Rays to Mithra](https://aminaliari.github.io/posts/taa/): 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. - [Implementing and Optimizing a Motion Blur Effect](https://aminaliari.github.io/posts/motionblur/): 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. - [Mithra Graphics Renderer](https://aminaliari.github.io/posts/mithra/): Mithra, my physically-based OpenGL and C++ renderer: image-based lighting, shadow mapping with tight projection and other modern rendering techniques. ## Pages - [About](https://aminaliari.github.io/about/): Amin Aliari is a Senior 3D Programmer at Ubisoft Toronto working on real-time rendering and GPU performance. Previously at Ubisoft Montreal (La Forge), The Forge and Dead Mage.